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[Adventure]: The Bane of the Black Dragon (DM: Dimsdale, Judge ??)

"Eloquent. Unfortunately, we're not lucky to have you such. Would you care checking for traps by striding forward or should I take the time?"

The monk barely pauses before looking over great doors.

(Perception +12; Thievery +13 if needed)
 

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Someone

Adventurer
The door loks big and heavy, but perhaps the can be opened by just brute force. Prime looks for something to hold on, and uses all his strenght.

+++I could use some help, here+++
 

dimsdale

First Post
The construct puts his hands against the doors and pushes with all of his weight against the doors. The open inward into a large room. In front of him is al large diamond shaped room. There are doors located at the midpoints of all of the walls. Scattered throughout the room are goblin corpses, recently slain, some by melee weapon, some by fire, and some by methods not readily known to you. In the center of the room is a large hobgoblin dressed in full plate on his knees with his head held upward exposing his neck. Behind him stands a tall man dressed in robes. One of his hands holds the hobgoblin's head while the other grips a dagger holding it against the the goblin's throat. The man is bald with ghastly cuts all over his face, some of them oozing blood. He's eyes show signs of intelligence and evil.

As the party enters the room the robed man slices his dagger across the hobgoblin's throat. Blood splatters onto the floor. The goblin gasps one last time before he collapses to the floor. The robed one laughs, clearly enjoying watching the goblin die. He then looks up at Prime.

Ah...we finally meet. I am Vlastoes. You must be the one called Prime...And the others...? Ah yes. Welcome. It is a pity that I wont be around to watch you die as I have other business to attend to. The man scans the others as they make their way into the room. He gaze rests on Vermitrax, then smiles.

[sblock=Vermitrax]
Although he doesn't speak his words speak clearly within your mind. This is a test for you necromancer. Use your allies and your powers defeat my minions. If you do so, you'll have gained my favor and we will talk again. If you die, then you were never worthy.
[/sblock]

He then drops the dagger to the floor and then reaches for his hand, touching a ring on his finger. Within an instant, bald man vanishes. One the sound of evil laughter echos throughout the room.

As the Vlastoes disappears, the dagger melts into a liquid after hitting the ground. It moves towards the pool of blood left by the dead leader, then blends with it, forming a gell-like red substance. The substance splits into many pieces, then rapidly snakes it way to each one of the corpses scattered about the room. The corpses begin to rise....

ooc: Feel free to make a move action from the location I put you on the map.
 
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Voda Vosa

First Post
Vermitrax rises his staff. "Beware, I sense negative energy fuelling those corpses; destroy them before the finish rising!" With those words, Vermitrax chants a spell in a dark and guttural language. The shadows cast by the corpses become darker and started moving by their own will. The shadows grasp at the corpses, threatening to rend their flesh.

OOC: Will use Grasping Shadows when I know where the corpses are.
 


Luinnar

First Post
Hey its' me, remember you entered my mind? Sharpe says, waving. You convinced the necromancer to join you and now we get to see him betray us!

Hey where did you go?
He says looking around.

OOC: Dragon has blind-sight 20, does he sense anyone invisible?

Will move after I find out :)
 

dimsdale

First Post
[sblock=Dragon sight]
The beast sees nothing more than what everyone else sees
[/sblock]

As the goblin corpses rise, they experience metamorphic change, especially the goblin leader, which now has grown into a large hideous walking dead. Others form into zombies of lessor size, but obvious traits. All now look at your party prepare to attack. However, they're movements are slow.

initiative monsters: 5

Updated Map

[sblock=Monster Stats]

Zombie Rotter
HP 1; a missed attack never damages a minion.
AC 13; Fortitude 13, Refl ex 9, Will 10
Immune disease, poison
Speed 4
m Slam (standard; at-will)
+6 vs. AC; 5 damage.

Zombie
HP 40; Bloodied 20; see also zombie weakness
AC 13; Fortitude 13, Refl ex 9, Will 10
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed 4
mSlam (standard; at-will)
+6 vs. AC; 2d6 + 2 damage.
M Zombie Grab (standard; at-will)
+4 vs. Refl ex; the target is grabbed (until escape). Checks made
to escape the zombie’s grab take a –5 penalty.
Zombie Weakness
Any critical hit to the zombie reduces it to 0 hit points instantly.

Corruption Corpse
Grave Stench aura 1; living enemies in the aura take a –5 penalty to
attack rolls.
HP 46; Bloodied 23; see also death burst
Regeneration 5 (if the corruption corpse takes radiant damage,
regeneration doesn’t function on its next turn)
AC 17; Fortitude 16, Refl ex 14, Will 14
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed 4
m Slam (standard; at-will)
+8 vs. AC; 1d6 + 3 damage.
R Mote of Corruption (standard; at-will) ✦ Necrotic
The corruption corpse hurls a black glob of necrotic fi lth. Ranged
10; +7 vs. Refl ex; 2d6 + 3 necrotic damage, and the target is
weakened (save ends).
C Death Burst (when reduced to 0 hit points) ✦ Necrotic
The corruption corpse explodes. Close burst 1; +7 vs. Fortitude;
2d6 + 3 necrotic damage.

Chillborn Zombie
Chillborn Aura (Cold) aura 2; any creature that enters or begins its
turn in the aura takes 5 cold damage. Multiple chillborn auras
deal cumulative damage.
HP 71; Bloodied 35; see also death burst
AC 22; Fortitude 20, Refl ex 16, Will 16
Immune disease, poison; Resist 10 cold, 10 necrotic; Vulnerable 5
fi re, 5 radiant
Speed 4
mSlam (standard; at-will) ✦ Cold
+11 vs. AC; 1d6 + 4 damage, and the target is immobilized until
the end of the chillborn zombie’s next turn and takes ongoing 5
cold damage (save ends); see also ice reaper.
C Death Burst (when reduced to 0 hit points) ✦ Cold
The chillborn zombie explodes. Close burst 1; +9 vs. Fortitude;
2d6 + 2 cold damage, and the target is slowed (save ends).
Ice Reaper ✦ Cold
The chillborn zombie deals an extra 5 cold damage to an
immobilized creature.

Zombie Hulk
HP 88; Bloodied 44; see also rise again
AC 20; Fortitude 23, Refl ex 17, Will 18
Immune disease, poison; Resist 10 necrotic; Vulnerable 10 radiant
Speed 4
m Slam (standard; at-will)
Reach 2; +12 vs. AC; 2d8 + 5 damage.
M Zombie Smash (standard; recharge ⚅ )
Reach 2; targets Medium size or smaller creature; +12 vs. AC;
4d8 + 5 damage, and the target is knocked prone.
Rise Again (the first time the zombie hulk drops to 0 hit points)
Make a new initiative check for the zombie hulk. On its next turn,
the zombie hulk rises (as a move action) with 44 hit points.

[/sblock]

OOC: Roll initiative: You beat a 5 :( take your turn
 
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Luinnar

First Post
What's that dragon? Sharpe says listening to something only he can hear. What he left already? How rude of him! Now we'll never save Trogdor or Smog or Whateveritsnameis from his mind control!

Hey necromancer, did the other evil wizard give you a mind control device too?

OOC: Init=4


[sblock=Sharpe]
Sharpe Wellington- Male Half-Elf Bard 5
Init: +2, Passive Perception: 14, Passive Insight: 12
AC 19 Fortitude 16 Reflex 14 Will 18, Spd: 5
HP 51/51
Bloodied 25 Surge Value 12; Surges Per-Day 7/11
AP: 1, Milestones:0

Basic Attacks:
Basic Attack +5 vs AC, Longsword, 1d8 damage
Ranged Basic Attack N/A

Powers:
Staggering Note, Guiding Strike
Majestic Word X2, Shout of Triumph, Knack for Success, Words of Friendship, Thunder's Calling, Second Wind, Shield of Devotion, Moment of Escape, Noxious Breath (Dragon)
Stirring Shout, Inspiring Fortitude (AKA Invigorating Presence), Song of Discord

Misc: Once per round, when an ally within 5 squares bloodies or reduces to 0 hp an enemy, you can grant the ally 5 THP as a free action.

Conditions:
Nil

Note:

Virtue of Valor: Once per round, when an ally within 5 squares bloodies or reduces to 0 hp an enemy, you can grant the ally 5 THP as a free action.

Priority:
[/sblock]
[sblock=Malifixindalaunt The White Dragon]
Malifixindalaunt (Veserab) Level 6 Lurker
Large shadow beast (mount)
HP 60/60; Bloodied 30 Surge 1/1
AC 20; Fortitude 20; Reflex 17; Will 17
Speed 4, fly 8 (clumsy)
Immune noxious breath
Initiative +11
Perception +11
Blindsight 20

Traits:
Combat Advantage
Malifixindalaunt deals an extra 1d6 damage on melee attacks against any target it has combat advantage against.

Standard Actions
:bmelee: Bite • At-Will
Attack: +11 vs. AC
Hit: 2d6 + 5 damage.

:bmelee: Wing Claw • At-Will
Attack: +11 vs. AC
Hit: 1d6 + 5 damage.

:close: Noxious Breath (poison, zone) • Encounter
Attack: Close blast 4; +9 vs. Fortitude
Hit: 2d6 + 3 poison damage, and the target takes a -2 penalty to all defenses until the end of the
Malifixindalaunt's next turn. This power creates a zone of black, noxious fumes that remains in place until the end of the encounter. This zone blocks line of sight, and a creature that enters or ends its turn in the zone takes 5 poison damage. Malifixindalaunt is immune to this power's effects.

:melee:Diving Wing Rake • Standard, At-Will
Effect:
Malifixindalaunt makes a charge attack, making two wing claw attacks. After attacking, Malifixindalaunt moves up to 1 square and moves in an unoccupied square.

Skills Stealth +12
Str 20 (+8) Dex 18 (+7) Wis 17 (+6)
Con 17 (+6) Int 2 (–1) Cha 4 (+0)
Alignment Evil Languages —

[/sblock]
 

Someone

Adventurer
The rising dead don't intimidate Prime. He advances resolutely towards the biggest one and hits it with an ample, arcing strike of his hammer. The weapon strikes the mountain of meat with strength so great that rises it in the air and drops it flat on his back with a disgusting, wet sound. Prime uses the chance to move forward and strike it again. As far as you can tell, he seems decided to deal with this one while the rest of the group destroy the lesser undead.

[sblock=actions]
Move: Shift to H12
Standard: Tide of iron on hulk, hits for 11 damage and pushes it to current position, Prime shifts to vacant space. Using free action to activate Knockback's warhammer daily power to drop hulk prone. Since Prime has shifted and hit with a power that requires a shield, he gains +2 to AC and Reflex from shield defense feat and boots of the fencing master (already marked on statblock). Hulk is Marked
Action point: Villain's menace daily power on hulk with CA because of prone, hits for 14 damage and Prime has now a +2 power to hit and +4 power bonus to damage when attacking the zombie hulk.

Be mindful of the interrupts listed in the sblock below and use them in the zombie's turn to reduce the need for retconning[/sblock]


[sblock=A guide to Prime's immediate actions]
With all the immediate action Prime is gathering, he’s becoming a complex character to have in pbp. In order to reduce the amount of retconning, feel free to use one of these actions at the first chance it could be reasonably useful, in the following order of priority:

  • Combat Challenge (fighter feature, at will), a MBA he can make against a Marked enemy who shifts or makes an attack that doesn’t include Prime. Notice that he can push enemies up to 3 squares with this attack: since combat challenge is an interrupt, this has the potential to completely negate an attack if it pushes the enemy beyond melee range. Otherwise use the push to disrupt the enemy strategy as much as possible.
  • Guardian’s counter (Encounter power), If an ally within 2 is being hit but the attack wouldn’t hit Prime or the damage to the ally would be severe
  • Shield Edge Block (Encounter power), when he’s hit by a melee or close attack and a -4 penalty to hit would make the attack fail.
  • Unbreakable (Encounter power), if hit by an attack that deals 10 or more damage (he’d negate 9 with the power -which isn’t described as damage reduction-, then 1 from armor property)
If you roll any attack granted by any of these actions, don't forget Prime's Warforged Tactics feat: +1 to hit enemies adjacent to at least one ally.

[/sblock]
[sblock=mini-stats] Prime Warforged Fighter 6

Status:
Initiative: +4, Passive perception: 22, Passive Insight: 17
Defenses: AC: 26/24, Fort: 20/20, Ref: 19/17, Will: 17/17
HP:64/64 THP: 0 Bloodied: 32, Surge value:16, Surges/day: 10/13 Speed: 5 squares
Languages: Common
AP: 0
Powers:
Tide of Iron, Resolute Shield, Pass Forward
Hack and Hew, Shield Edge Block, Warforged Resolve, Unbreakable, Guardian’s Counter, Boots of the fencing master, Second Wind
Villain’s Menace, Rain of Steel, Knockback Warhammer[/sblock]
 
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