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

drothgery

First Post
Tana tries to reinforce the wards they had put up with her arcane skills, but she didn't have much confidence in what she drew. So she hastily interposed herself between Bellegon and the undead, trying to draw the rats' attention.[sblock=actions]standard: Arcana check arcana check for skill challenge (1d20+15=19)
move: move to H9
minor: mark rat swarm 1 with Aegis of Shielding[/sblock]
[sblock=immediate interrupts]if rat swarm 1 hits anyone other than Tana, use Aegis to reduce its damage by 8

if rat swarm 1 does not trigger her Aegis, and a non-minion with a melee attack within 10 squares of Tana hits, Tana will use Dimensional Vortex

if neither of the above conditions use Tana's immediate interrupt, but someone is hit, Tana will use Channeling Shield to reduce the damage by 8 and do +3 damage on her next attack
[/sblock]
OOC: I give up. Probability and Tana do not intersect.

[sblock=ministat]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: 9/11;
Action Points: 2, 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]
 

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jsb420

First Post
DESTRUCTION: all allies gain +1 to hit vs enemies adjacent to Brondin
Brondin gains +3 to damage against any creature that damages him (Wrathful Hammer)


Brondin watches the zombies burst into the room as if slow motion. He sees his companions sprinting towards the center of the room. That’s where we’ll be makin’ our stand!, he silently tells himself. Shifting his mighty craghammer to his shield hand, he fumbles with one of his throwing hammers, and then launches it in one fluid motion. End over end it flies and crushes the weak zombie’s skull, dropping it like a sack of rocks. He makes his way closer to the others at the center of the room.
[sblock=Actions]Summary:
Minor: draw throwing hammer
Standard: RBA (throwing hammer against Rotter 1 (AC 15): +9 vs. AC; 1d6+7: 1d20+9=24, 1d6+7=12 kills it
Move: K18>H14
[/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: 44/48 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]
 

Tena succeeds, Ghourra used perception as aid another (altough it doesn't say so in the post, that's what Son of Meepo did all this time).

I'll be offline until Tuesday, Bellegon will keep away from the rats, curse as many as possible while using Bloodcurse rod when there is a chance to bloody something, darkspiral aura for bonus damage otherwise. Once the aura is two or more and he's bloodied, attack (esp. crit) by non-minion will discharge it.
 

TwoHeadsBarking

First Post
[sblock=jsb420]I'm not super familiar with runepriests. Should Brondin be in the rune state of destruction right now? Don't you need to make runic powers to enter rune states?[/sblock]

[sblock=drothgery]The initiative order for the zombies is rotters, dread zombies, corpse rats, then corruption corpses. If you continue to Aegis the first swarm, then the only zombies you'll be able to use Dimensional Vortex against are the second swarm and the corruption corpses, because if this were a tabletop game you would have forgone the opportunity to use your immediate action against the Dread Zombies.

Also, remember that Dimensional Vortex is a ranged power, and will draw opportunity attacks as appropriate.[/sblock]

As one the zombies surge forward, even as more of them burst through another door. The more decrepit corpses fail to connect with their attacks, but the ancient soldiers land blows against Brondin and Bellegon.

The tide of undead vermin skitter across the stone floor, threatening to overwhelm Tana. The gnome manages to deflect some of the rodents, even as she feels needle-sharp teeth pierce her skin. A moment later, she staggers as poison begins to work its way through her body.

One of the oozing zombies tracks Deimos across the room with empty eyes. It takes a handful of the necrotic tar and flings it at the wizard, who feels both his life and his strength drain away. The other such zombie, still staggering from Ghourra's blow, hurls a blob of filth at the Mul, who also feels weakened by the attack. Worse still, the corpse appears to be recovering from its wounds.

[sblock=Actions and Status]Perception successes only give bonuses to Thievery and Dungeoneering checks. Rotters 6, 7 and 8 enter from the bottom-right door.

Rotter 2 moves up and charges Brondin, Rotter 6 moves up and charges Tana, Rotter 7 moves up and charges Ghourra. They all miss.

Rotter 8 double moves to K11.

Dread Zombie 1 moves up and charges Bellegon, hitting AC 27 for 9 damage.

Dread Zombie 2 moves up and charges Brondin. A lot of move+charge this round. Anyway, the zombie hits AC 21 for 7 damage.

Corspe Rat Swarm 1 moves up to flank Tana and attacks, hitting AC 29 for 9 damage, and ongoing 5 poison.

Corpse Rat Swarm 2 moves up and charges Tana, hitting AC 24 for 9 damage, reduced to 1 by Channeling Shield.

Corruption Corpse 1 moves and attacks Deimos, hitting Fort 24 for 10 necrotic damage and Deimos is weakened, save ends. Walking Dad, I'll let you decide whether you want to use Infernal Wrath while weakened.

Corruption Corpse 2 regenerates 5 hp (although is still bloodied), stays put and attacks Ghourra, hitting Fort 23 for 9 necrotic damage. Ghourra is weakened, save ends.

My rolls have been rather impressive.

Bellegon: 41/50, Surges: 4/7, AP: 1, 2nd Wind: avail;
Brondin: 37/48, Surges: 6/11, AP: 0, 2nd Wind: used;
Deimos: 30/40, Surges: 7/8, AP: 2, 2nd Wind: avail; weakened (save ends)
Ghourra: 33/42, Surges: 6/10, AP: 0, 2nd Wind: avail; weakened (save ends)
Tana: 39/49, Surges: 9/11, AP: 2, 2nd Wind: avail; ongoing 5 poision (save ends)

Zombie Rotter 2:
Zombie Rotter 6:
Zombie Rotter 7:
Zombie Rotter 8:

Dread Zombie 1:
Dread Zombie 2:

Corpse Rat Swarm 1: 53/53, Aegised
Corpse Rat Swarm 2: 53/53

Corruption Corpse 1:
Corruption Corpse 2: 20/46, bloodied
[/sblock]

[sblock=Skill Challenge Status]Current Successes: 0/4
Failures: 1/3
[/sblock]

[sblock=Shoring Up the Defenses]Level: 5
Complexity: 1 (requires 4 successes before 3 failures).
Primary Skills: Arcana, Athletics, Dungeoneering, Religion, Thievery.
  • Arcana (DC 20, standard action, 1 success, no maximum): The character either attempts to raise a minor ward against the undead, or attempts to suppress the beckoning call of the crystal.
  • Athletics (DC 20, 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 20, 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 20, 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 20, 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 15, 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, provided that the check is made on that ally's next turn.


The combat and skill challenge will be run concurrently once again. There needs to be at least one primary skill check per round, or the group will be given a failure.

As per usual, if a skill isn't mentioned, but you can come up with a plausible reason to use it, please do. DC 20 for such skills.

Again, note that the DCs have changed.[/sblock]

[sblock=Enemy Info]Dread Zombie - AC: 21, F: 19, R: 15, W: 16
:melee: +12 vs. AC; 1d8+5 damage.
Zombie Rotter - AC: 15, F: 15, R: 11, W: 12
:melee: +10 vs. AC; 5 damage.
Corpse Rat Swarm - AC: 20, F: 16, R: 17, W: 15
:melee: +11 vs. AC; 1d6+5 damage, and ongoing 5 poison damage (save ends).
- Aura 1: The swarm makes an MBA against any creature that starts its turn in the aura.
Corruption Corpse - AC: 17, F: 16, R: 14, W: 14
:melee: +8 vs. AC; 1d6+3 damage.
- Aura 1: Living creatures in the aura take a -5 penalty to attack rolls.

All zombies except the corpse rat swarms have resist 10 necrotic and vulnerable 5 radiant. The swarms do the typical swarm thing of taking half damage from melee and ranged attacks while being vulnerable 10 to close and area attacks.[/sblock]
 

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jsb420

First Post
[sblock=TwoHeadsBarking]You are correct sir. My mistake[/sblock]
DESTRUCTION: all allies gain +1 to hit vs enemies adjacent to Brondin
Brondin gains +3 to damage against any creature that damages him (Wrathful Hammer)


As the two zombies rush towards him, Brondin blocks one, but lets his defenses down for the stronger of the two to hit him. Brondin’s hammer flares with power runes glowing red. He swings the glowing hammer at the zombie that struck him. His attack makes it through but for minimal damage. Brondin then shifts back and sets his shield for the attack he knows is coming. ”Here lass, flank and strike at this one!” Brondin says to Ghourra.
[sblock=Actions]Summary:
Free: Nature’s Wrath: mark Dread Zombie 2 (G15)
Standard: Rune of Diminishment (Destruction) against Dread Zombie 2 (AC 21): +11 vs. AC 1d10+9 damage: 1d20+11=26, 1d10+9+3=13 HIT for 13 damage and Dread Zombie 2 gains vulnerable 2 to all damage (5 with AoO) TENT
Move: shift H14>i13
[/sblock]
[sblock=Immediate Interrupt] Warden's Fury: If the Dread Zombie 2 (G15) 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 Dread Zombie 2 (G15) 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 Fort 18 Ref 16 Will 16
HP: 37/48 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
[FONT=&quot]Dwarven Chainmail +1 (Daily Power), Potion of Healing, Vial of Holy Water[/FONT][/sblock]
 

drothgery

First Post
Undead rats around the edges of the swarms lash out at Tana, but the warding spells Tana -- like any swordmage -- always kept active were more than sufficient to keep them from harming her. [sblock=rat MBAs]rat swarm atk; dmg (1d20+11=16, 1d6+5=9, 1d20+11=20, 1d6+5=9) 16 to hit vs Tana's 24 AC is a MISS; 20 vs AC is also a MISS; finally, low rolls are helpful :)[/sblock]
Frustrated, Tana attempts to clear out some space before stepping back to reinforce the wards. The burst of energy destroys the zombie rotter next to her and badly damages one of the rat swarms, though the other escapes the effect of her power. She has no trouble reinforcing the wards this time, even under the influence of a poison she was unable to shake off.

[sblock=actions]standard: Sword Burst vs all adjacent enemies; Rune bonus to hit; shard (acquired early in this game) bonus to damage. atk Rotter 6 vs REF; atk rats 1 vs REF; atk rats 2 vs REF; dmg (1d20+10=28, 1d20+10=14, 1d20+10=28, 1d6+8=13) hits Rotter 6, destroying it; misses rat swarm 1; hits rat swarm 2 for 23 damage (target is vulnerable 10 to close attacks); rat swarm 2 is affected by White Lotus Riposte (takes 5 damage if it attacks Tana)
minor:Aegis of Shielding on rat swarm 2
move: shift to I10
Action Point: Attempt to reinforce the arcane wards.
Free action: attempt a saving throw vs. poision.
arcana check; saving throw vs. poison (1d20+15=25, 1d20=2)
[/sblock]
[sblock=immediate interrupt]if Rat Swarm 2 attacks anyone other than Tana, use Aegis of Shielding to reduce the damage by 8[/sblock]
[sblock=ministat]Tana—Female Gnome Swordmage 4
Initiative: +3, Passive Perception: 12, Passive Insight: 12
AC: 24, Fort: 16, Reflex: 18, Will: 15; — Speed: 5
HP: 34/49 (includes effects of ongoing poison damage), Bloodied: 24, Surge: 12, Surges left: 9/11;
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]
 
Last edited:

Walking Dad

First Post
Deimos Vrago, Tiefling Wizard (Mage) 5

Deimos directs his sphere to burn two of the more resilient zombies and also unleashes a mental scream that kills another zombie and drives back one of the rat swarms.

[sblock=OOC]

move: sphere to F14
standard: Beguiling Strands straight down (vs will)
kills the rotter 7 and deals 13 damage to swarm2 after applying weakened and vulnerability. Push swarm to 9N
minor: sustain sphere
(rolled damage it deals automatically to adjacent squares below (10 fire damage)

-

Immediate Interruption: Shield (if it prevents a hit by a non-minion)
Immediate Reaction: Infernal Wrath (if hit by enemy in range/ not if weakened)

save

[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: 30 / 40 Bloodied: 20
Temporary Hit Points: -
Resist: fire 6
Saving Throw: -
Action Points: 2 Second Wind: 1
Milestones: 1.0
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]
 
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