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[Adventure] Dusk and Her Embrace (Judge: THB)
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<blockquote data-quote="TwoHeadsBarking" data-source="post: 5660202" data-attributes="member: 82251"><p>[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]</p><p></p><p>[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.</p><p></p><p>Also, remember that Dimensional Vortex is a ranged power, and will draw opportunity attacks as appropriate.[/sblock]</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>[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.</p><p></p><p>Rotter 2 moves up and charges Brondin, Rotter 6 moves up and charges Tana, Rotter 7 moves up and charges Ghourra. They all <a href="http://invisiblecastle.com/roller/view/3156029/" target="_blank">miss</a>.</p><p></p><p>Rotter 8 double moves to K11.</p><p></p><p>Dread Zombie 1 moves up and charges Bellegon, <a href="http://invisiblecastle.com/roller/view/3156034/" target="_blank">hitting AC 27 for 9 damage</a>.</p><p></p><p>Dread Zombie 2 moves up and charges Brondin. A lot of move+charge this round. Anyway, the zombie <a href="http://invisiblecastle.com/roller/view/3156038/" target="_blank">hits AC 21 for 7 damage</a>.</p><p></p><p>Corspe Rat Swarm 1 moves up to flank Tana and attacks, <a href="http://invisiblecastle.com/roller/view/3156099/" target="_blank">hitting AC 29 for 9 damage</a>, and ongoing 5 poison.</p><p></p><p>Corpse Rat Swarm 2 moves up and charges Tana, <a href="http://invisiblecastle.com/roller/view/3156119/" target="_blank">hitting AC 24 for 9 damage</a>, reduced to 1 by Channeling Shield.</p><p></p><p>Corruption Corpse 1 moves and attacks Deimos, <a href="http://invisiblecastle.com/roller/view/3156121/" target="_blank">hitting Fort 24 for 10 necrotic damage</a> and Deimos is weakened, save ends. Walking Dad, I'll let you decide whether you want to use Infernal Wrath while weakened.</p><p></p><p>Corruption Corpse 2 regenerates 5 hp (although is still bloodied), stays put and attacks Ghourra, <a href="http://invisiblecastle.com/roller/view/3156143/" target="_blank">hitting Fort 23 for 9 necrotic damage</a>. Ghourra is weakened, save ends.</p><p></p><p>My rolls have been rather impressive.</p><p></p><p>Bellegon: 41/50, Surges: 4/7, AP: 1, 2nd Wind: avail; </p><p>Brondin: 37/48, Surges: 6/11, AP: 0, 2nd Wind: used; </p><p>Deimos: 30/40, Surges: 7/8, AP: 2, 2nd Wind: avail; weakened (save ends)</p><p>Ghourra: 33/42, Surges: 6/10, AP: 0, 2nd Wind: avail; weakened (save ends)</p><p>Tana: 39/49, Surges: 9/11, AP: 2, 2nd Wind: avail; ongoing 5 poision (save ends)</p><p></p><p>Zombie Rotter 2:</p><p>Zombie Rotter 6:</p><p>Zombie Rotter 7:</p><p>Zombie Rotter 8:</p><p></p><p>Dread Zombie 1:</p><p>Dread Zombie 2:</p><p></p><p>Corpse Rat Swarm 1: 53/53, Aegised</p><p>Corpse Rat Swarm 2: 53/53</p><p></p><p>Corruption Corpse 1:</p><p>Corruption Corpse 2: 20/46, <span style="color: Red">bloodied</span></p><p>[/sblock]</p><p></p><p>[sblock=Skill Challenge Status]Current Successes: 0/4</p><p>Failures: 1/3</p><p>[/sblock]</p><p></p><p>[sblock=Shoring Up the Defenses]<strong>Level:</strong> 5</p><p><strong>Complexity:</strong> 1 (requires 4 successes before 3 failures). </p><p><strong>Primary Skills:</strong> Arcana, Athletics, Dungeoneering, Religion, Thievery.</p><ul> <li data-xf-list-type="ul"><strong>Arcana (DC <em>20</em>, standard action, 1 success, no maximum):</strong> The character either attempts to raise a minor ward against the undead, or attempts to suppress the beckoning call of the crystal.<br /> </li> <li data-xf-list-type="ul"><strong>Athletics (DC <em>20</em>, standard action, 1 success, no maximum):</strong> 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. <br /> </li> <li data-xf-list-type="ul"><strong>Dungeoneering (DC <em>20</em>, standard action, 1 success, no maximum):</strong> 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. <br /> </li> <li data-xf-list-type="ul"><strong>Religion (DC <em>20</em>, standard action, 1 success, no maximum):</strong> 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.<br /> </li> <li data-xf-list-type="ul"><strong>Thievery (DC <em>20</em>, standard action, 1 success, no maximum):</strong> 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. </li> </ul><p><strong>Secondary Skills:</strong> Perception.</p><ul> <li data-xf-list-type="ul"><strong>Perception (DC <em>15</em>, minor action, no successes):</strong> 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, <em>provided that the check is made on that ally's next turn.</em></li> </ul><p></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Again, note that the DCs have changed.[/sblock]</p><p></p><p>[sblock=Enemy Info]<strong>Dread Zombie</strong> - AC: 21, F: 19, R: 15, W: 16</p><p><img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /> +12 vs. AC; 1d8+5 damage.</p><p><strong>Zombie Rotter</strong> - AC: 15, F: 15, R: 11, W: 12</p><p><img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /> +10 vs. AC; 5 damage.</p><p><strong>Corpse Rat Swarm</strong> - AC: 20, F: 16, R: 17, W: 15</p><p><img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /> +11 vs. AC; 1d6+5 damage, and ongoing 5 poison damage (save ends).</p><p>- Aura 1: The swarm makes an MBA against any creature that starts its turn in the aura.</p><p><strong>Corruption Corpse</strong> - AC: 17, F: 16, R: 14, W: 14</p><p><img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /> +8 vs. AC; 1d6+3 damage.</p><p>- Aura 1: Living creatures in the aura take a -5 penalty to attack rolls.</p><p></p><p>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]</p></blockquote><p></p>
[QUOTE="TwoHeadsBarking, post: 5660202, member: 82251"] [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 [url=http://invisiblecastle.com/roller/view/3156029/]miss[/url]. Rotter 8 double moves to K11. Dread Zombie 1 moves up and charges Bellegon, [url=http://invisiblecastle.com/roller/view/3156034/]hitting AC 27 for 9 damage[/url]. Dread Zombie 2 moves up and charges Brondin. A lot of move+charge this round. Anyway, the zombie [url=http://invisiblecastle.com/roller/view/3156038/]hits AC 21 for 7 damage[/url]. Corspe Rat Swarm 1 moves up to flank Tana and attacks, [url=http://invisiblecastle.com/roller/view/3156099/]hitting AC 29 for 9 damage[/url], and ongoing 5 poison. Corpse Rat Swarm 2 moves up and charges Tana, [url=http://invisiblecastle.com/roller/view/3156119/]hitting AC 24 for 9 damage[/url], reduced to 1 by Channeling Shield. Corruption Corpse 1 moves and attacks Deimos, [url=http://invisiblecastle.com/roller/view/3156121/]hitting Fort 24 for 10 necrotic damage[/url] 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, [url=http://invisiblecastle.com/roller/view/3156143/]hitting Fort 23 for 9 necrotic damage[/url]. 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, [COLOR="Red"]bloodied[/COLOR] [/sblock] [sblock=Skill Challenge Status]Current Successes: 0/4 Failures: 1/3 [/sblock] [sblock=Shoring Up the Defenses][b]Level:[/b] 5 [b]Complexity:[/b] 1 (requires 4 successes before 3 failures). [b]Primary Skills:[/b] Arcana, Athletics, Dungeoneering, Religion, Thievery. [list] [*][b]Arcana (DC [I]20[/I], standard action, 1 success, no maximum):[/b] The character either attempts to raise a minor ward against the undead, or attempts to suppress the beckoning call of the crystal. [*][b]Athletics (DC [I]20[/I], standard action, 1 success, no maximum):[/b] 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. [*][b]Dungeoneering (DC [I]20[/I], standard action, 1 success, no maximum):[/b] 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. [*][b]Religion (DC [I]20[/I], standard action, 1 success, no maximum):[/b] 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. [*][b]Thievery (DC [I]20[/I], standard action, 1 success, no maximum):[/b] 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. [/list] [b]Secondary Skills:[/b] Perception. [list] [*][b]Perception (DC [I]15[/I], minor action, no successes):[/b] 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, [I]provided that the check is made on that ally's next turn.[/I][/list] 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][B]Dread Zombie[/B] - AC: 21, F: 19, R: 15, W: 16 :melee: +12 vs. AC; 1d8+5 damage. [B]Zombie Rotter[/B] - AC: 15, F: 15, R: 11, W: 12 :melee: +10 vs. AC; 5 damage. [B]Corpse Rat Swarm[/B] - 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. [B]Corruption Corpse[/B] - 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] [/QUOTE]
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[Adventure] Dusk and Her Embrace (Judge: THB)
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