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


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Ghourra shrugs off the effects of the necrotic ooze and then shifts into the area the rotters vacated. Tossing her weapon at the injured dripping zombie, Ghourra impales it.

[sblock=actions]No Action: Incredible Toughness
Move:
Shift to H11
Standard: Deadly Distraction (1d20+10-2=27, 4d6.minroll(2)+8=27) (HIT)
Minor: Perception (1d20+13=19)[/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: 33/42 Surges: 6/10 Surge Value: 10 AP: 0
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[x]
Inspiring Word[]
Healing Word[]
Healer's Mercy[]
Healing Strike[]
Deadly Distraction[x]
Second Wind[]

Inspiring Shot[x]
Resurgent Strength[]
Dwarven Armor[]
Dwarven Thrower Gouge[]
[/sblock]

OOC: Ghourra ends the weakness effect.
Ghourra hit Corpse 2 for 27 damage destroying it.
Ghourra makes a successful Perception check.
 

"I hate having to use such methods, but hey, whatever works."

With an incredible display of fast movement, Bellegon throws one of his rods in the air, pulls a dagger out from somewhere and stabs it into the zombie which staggers under the impact of the shadowy blade. He then returns the blade on his belt just in time to catch the falling rod.

All this took some effort so he didn't move, but he remains in front of the mage guarding him.

"We really should organize better so we two don't get isolated. Deimos, can you do something about those two near Brondin? You know push them down into the hole or something? Brondin, get back closer to us. I cannot get a good shot in with us so mingled up with them."

[sblock=Actions]
Minor: Curse Dread Zombie 1
Free: drop dark spiral rod
Free (Knife thrower gloves): draw dagger and
Standard: Eldritch Strike vs AC (DZ 1); Challenge seeking dagger damage; curse (1d20+12+1=25, 1d4+5+1d6=10, 1d6=3) - slide the zombie to G14
Free (Fast hands): stash the dagger
Minor: Retrieve the rod
[/sblock]
 
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As Ghourra's hammer is ripped free from the oozing corpse, black pitch pours out of its ruptured body, flooding the nearby floor.

Brondin finds himself surrounded by a trio of zombies. The largest of the three latches onto the dwarf with a surprisingly strong grasp while the other two pummel him.

The zombie knocked away by Bellegon returns to confront the warlock, driving a rusty blade into the drow's arm.

The rats, having been dispersed by the adventurers' spells, split their focus. Half the swarm scurries after Deimos, biting into him with needle-sharp teeth. However, those that do harm the arcanist burst into flames seconds later. The remainder of the vermin continue to press Tana, but she keeps her feet away from their disease-ridden jaws.

The last zombie slowly looks from the dissolving puddle that used to be its likeness to Ghourra. Another handful of life-draining pitch is thrown across the room, and Ghourra feels her strength being sapped once again.

[sblock=Actions and Status]Rotters 2 and 8 move up and attack Brondin. Both hit with a 20 and 29 vs AC, 5 damage each.

Dread Zombie 1 takes 10 damage from the sphere. Then it charges Bellegon, hitting AC 29 for 7 damage.

Dread Zombie 2 takes 10+2 damage from the sphere, moves up and tries to grab Brondin. Crit! Too bad this attack does no damage. Brondin is grabbed, and takes a -5 penalty to escape rolls.

Corspe Rat Swarm 1 moves into the difficult terrain and attacks Deimos, hitting AC 26 for 7 damage, and ongoing 5 poison. In return, Deimos deals 8 damage. Oh, Infernal Wrath is actually a close burst power. Make that 18 damage.

Corpse Rat Swarm 2 charges Tana, but misses, and also takes 5 damage for its trouble.

Corruption Corpse 1 attacks Ghourra, hitting Reflex 24 for 10 necrotic damage and Ghourra is weakened, save ends.

Bellegon: 36/50, Surges: 4/7, AP: 1, 2nd Wind: avail;
Brondin: 27/48, Surges: 6/11, AP: 0, 2nd Wind: used; grabbed (-5 to escape checks)
Deimos: 23/40, Surges: 7/8, AP: 2, 2nd Wind: avail; ongoing 5 poision (save ends)
Ghourra: 23/42, Surges: 6/10, AP: 0, 2nd Wind: avail; weakened (save ends)
Tana: 34/49, Surges: 9/11, AP: 2, 2nd Wind: avail; ongoing 5 poision (save ends)

Zombie Rotter 2:
Zombie Rotter 8:

Dread Zombie 1: 43/66, Cursed
Dread Zombie 2: 41/66, marked by Brondin, vuln 2 all

Corpse Rat Swarm 1: 35/53
Corpse Rat Swarm 2: 12/53, bloodied, Aegised

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

+2 to next Dungeoneering or Thievery check.
[/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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Tana

After reinforcing the wards where she stood, Tana sidestepped slightly so she could destroy one of the zombies as well as the half of the rat swarm that had focused on her with a single sword spell. When the bolts of energy left her rapier, the swarm of rats collapsed, as did the zombie adjacent to both her and Brondin.

"Now I can work on patching up the universe." She said, and reinforced the wards they had set earlier. She hardly noticed the poison wearing off.
[sblock=actions]
start of turn: take 5 ongoing poison damage
move: shift to I12
standard: sword burst (if it hits, should destroy Rotter 8 and Rat Swarm 2)
action point: arcana check
end of turn: save vs. poison
sword burst atk vs Rats 2; atk vs Rotter 8; dmg; arcana check; saving throw (1d20+9=28, 1d20+10=27, 1d6+7=10, 1d20+15=25, 1d20=12) (bonus to hit Rotter due to rune)
Tana HITS the rats and the rotter, destroying them both; 25 on Arcana check SUCCEEDS; saving throw SUCCEEDS
[/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: 29/49 (includes effects of last round of ongoing poison damage), Bloodied: 24, Surge: 12, Surges left: 9/11;
Action Points: 0, 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]
[sblock=immediate interrupt]Since no one is Aegis'd right now, use Dimensional Vortex if appropriate[/sblock]
 
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As the zombie hits the warlock, shadowy fire erupts from him, burning it somewhat.

"Don't you just hate when these things focus on you?"
drow asks the mage rethoricaly.

He drops the rod again, behing himself this time, slashes at the zombie with a dagger. This time, shadows engulfing the dagger are more intense and burning with inner fire enhancing their already deadly effect.

"Feel the pain I felt on my binding." he shouts pointing his little weapon at the zombie. Zombie staggers under psychic assault, but does not fall. Still, mage's sphere should burn it as it barely stands.

He moves away from the dropped rod and gets behind the burning sphere for protection, drawing shadows as he goes.

[sblock=Actions]
On attacking Bellegon Dread Zombie 1 suffers 5 damage due to White Lotus Riposte

Free: Drop bloodcurse rod in D11
Free (knifethrower gloves): pull the dagger
Free: eldritch admixture for +1d6 damage
Standard: Eldritch Strike vs AC (Dread 1); damage; curse; eldrich admixture (1d20+12+1=32, 1d4+6=10, 1d6=1, 1d6=6) - slide Dread Zombie to G13 - total 17 damage

Minor: Curse Swarm 1
AP: Shared Agony vs Will (Dread 1); psychic damage (1d20+9+2+1=30, 2d12+6+1=19) - should drop from the sphere :) - get aura to 2

Move: D15, gain concealment


EDIT: Aura grows to 3 after Deimos turn
[/sblock]
 
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Deimos Vrago, Tiefling Wizard (Mage) 5

Deimos takes a small step as he tries to fight the poison. He disrupts into a burst of flames that only engulf his enemies, burning the remaining swarm and one zombie to crisps.

[sblock=OOC]

start of turn: take 5 ongoing poison damage
move: shift to 11F
standard: Fire shroud (vs reflex, only targets enemies)
sorry, thought somehow I had CA. Still crit on the swarm -> total damage = 36 fire dead.
8 fire damage to missed Dread zombie 2 (or 10 with vulnerability)
16 fire and ongoing fire 5 (save ends) on dread zombie 2.
missed the rotter 2.
minor: sustain sphere
(rolled damage it deals automatically to adjacent squares below (10 fire damage vs Dread zombie 1)

-

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 vs poison succesful

[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: 18 / 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[/s, Shield
Daily Powers: Flaming Sphere, Summon Magma Beast

Condition:

[/sblock][/sblock]
 
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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)
All allies gain +2 to damage rolls TENT (Rune of Mending)


Brondin squirms in the zombie’s grasp. ”Release me, foul beast, or ye shall feel me hammer!” Even while grabbed, Brondin is able to free his hammer hand, and brings the weapon down and hits the ground near his feet, causing the ground to ripple. ”Yer next!”, he says to the other zombie not grabbing him.
[sblock=Actions]Summary:
Minor: Rune of Mending on Brondin (surge value): close burst 5; Destruction: All allies gain a +2 to damage rolls TENT
Standard: Roots of Stone; close burst 1; enemies only; against Dread Zombie 2 (AC 21) and Rotter 2 (AC 15): +11 vs. AC; 1d10+9(+2 vs DZ2 vuln 2 and +2d6 dmg retribution craghammer +2) and 1d10+9(+3 dmg vs rotter 2 wrathful hammer): 1d20+11=25, 1d20+11=20, 1d10+9=19, 2d6=5 HIT Dread Zombie 2 for 19+5+2(vuln)+2(rune of mending)=28 dmg and HIT and kills Rotter 2.
ZONE: Burst creates a zone of rippling earth (H12:J14) if the dread zombie leaves this area before the end of Brondin's next turn, it will fall prone.
Move: escape grab: STILL GRABBED (1d20+11-5=14)
[/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
GRABBED (until escape - Dread Zombie 2)

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: 39/48 Surges: 5/11 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]
 

Ghourra speaks some words of encouragement towards Deimos, taking a moment to make light of their situation.

"With you around, we don't have to worry about dying by the dead or the cold."

She then decides to lumber forward, occupying the oozing dead creature so that the rest of her companions can focus on the other monsters.

She brings her weapon down upon the undead, it's radiance cutting through the necrotic flesh, which boils away, but she still cannot get her full weight behind the blow. With the radiance bathing her, the necrotic ooze on her own skin begins to melt away.

[sblock=actions]Minor: Inspiring Word (1d6+4=7)
Move: K7
Standard: Brand of the Sun (1d20+10-5=18, 2d6.minroll(2)+8+2=18)
Brand of the Sun Saving Throw (1d20=5)
End of Turn Saving Throw (1d20=20)[/sblock]

[sblock=Immediate Interrupt]If Ghourra takes damage while already bloodied, she will use her immediate interrupt to spend 2 healing surges. (Resilience of Stone + Cloak of the Walking Wounded).
If unable to take an immediate action, will use her Dwarven Armor instead as a free action. (Assuming she is still standing after the damage.)[/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: 23/42 Surges: 6/10 Surge Value: 10 AP: 0
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[x]
Inspiring Word[x]
Healing Word[]
Healer's Mercy[]
Healing Strike[]
Deadly Distraction[x]
Second Wind[]

Inspiring Shot[x]
Resurgent Strength[]
Dwarven Armor[]
Dwarven Thrower Gouge[]
[/sblock]

OOC: Ghourra uses Inspiring Word on Deimos who spends a healing surge to heal surge value + 7.
Ghourra hits the Corruption Corpse for 11 damage. (18 radiant plus 5 for vulnerability cut in half for weakness)
Ghourra saves against the weakened condition.
 

The zombie that latched onto Brondin draws its sword back with its free hand and prepares to run the dwarf through. Before it can, however, Tana's magics whisk it away from its target.

The other remaining zombie, its flesh drying out and cracking where Ghourra struck it, attempts to avenge itself upon the mul. Ghourra is able to fend off the blows.

[sblock=Actions and Status]At the start of their turns, Tana and Deimos were attacked by the swarms. Deimos was missed while Tana was hit with a 24 vs AC for 10 damage. Tana is bloodied.

Dread Zombie 2 shifts down and attacks Brondin, hitting AC 26 for 9 damage. Or rather, doesn't, because Tana's Dimensional Vortex hits Will 26 and teleports the zombie away. Son of Meepo, I put him next to the Flaming Sphere in G14, but if you want him somewhere else within 5 squares of I14, please us know.

Corruption Corpse 1 shifts and attacks Ghourra, but misses.

Be aware, Dread Zombie 2 is not necessarily in G14.

Bellegon: 36/50, Surges: 4/7, AP: 0, 2nd Wind: avail; concealed
Brondin: 39/48, Surges: 6/11, AP: 0, 2nd Wind: used;
Deimos: 35/40, Surges: 7/8, AP: 2, 2nd Wind: avail;
Ghourra: 23/42, Surges: 6/10, AP: 0, 2nd Wind: avail;
Tana: 19/49, Surges: 9/11, AP: 0, 2nd Wind: avail; bloodied

Dread Zombie 2: 13/66, bloodied

Corruption Corpse 1: 35/46
[/sblock]
[sblock=Skill Challenge Status]Current Successes: 2/4
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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