[Adventure]: The Mark of Trogdor (DM: Dimsdale, Judge ??)

Vimak Stonecarver, Goliath Runepriest 8

Battle Wrath
Vimak deals 4 extra damage to enemies who hit him in the previous round.


Fully concentrated on what will happen next, Vimak ignores the banter around him.

[sblock=ooc]
Ughn... I think the +4 roll got saved from another game. Vimak has +6 for Initiative.
Dimsdale, your decision if you take the rolled 12 or 1.

[sblock=Mini stat block]
Vimak Stonecarver
Perception: 16 Insight: 21 Normal Vision
AC 25 Fortitude 21 Reflex 19 Will 21
Initiative: +6
Hit Points: 65 / 65 Bloodied: 32
Temporary Hit Points: 0
Resist: -
Saving Throw:
Action Points: 1 Second Wind: 1
Healing Surge:16 Surges per day: 11 / 11
At-Will Powers: Word of Diminishment, Word of Binding
Encounter Powers: Rune of Mending 2/2, Stone’s Endurance, Walk it Off, Flames of Purity, Symbol of Wrath Reversed, Word of Befuddlement
Daily Powers: Rune of Endless Fire, Shield of Sacrifice, Cage of Light

Condition:

WoD (Destruction)
W3 gains vulnerability all 2 (but 5 vs OAs) until next round


RUNESTATE: DESTRUCTION
- adjacent allies gain +1 to attacks vs enemies adjacent to Vimak (none)

Runestate (Protection)
adjacent allies have resist all 2


[sblock=Dread Weapon]
Critical: +1d6 damage per plus, and the target takes the weapon’s enhancement bonus as a penalty to defenses and checks until the end of your next turn.
Power (Daily ✦ Fear): Free Action. Use this power when you hit with this weapon. The target takes the weapon’s enhancement bonus as a penalty to defenses and checks until the end of your next turn.
[/sblock]

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And the test begins...

A metallic monotone voice resonates through the room, the source unknown as it sounds like it comes from all directions of the room. Rocco Shadowlost...it is time! The obsidian faceless hafling, with two crimson orbs for eyes, appears again in front of the party, this time holding a dagger with a green substance dripping from the tip. On the other side of the room the human awakens as well. As he does so, a longsword appears in his hand, with flames flickering from hilt to tip.

Only Bell has a chance to react before the minions of Lord of Shadows attacks.

Occ: Bell's crit initiative roll overrides the crit initiative roll of the hafling. Once Bell performs her actions, the hafling and human minions will attack. Everyone else can attack in any order. After Bell and the foes attack i will place enemy stats for the human and hafling minions. Both minions have the following defenses (AC 24; Fortitude 21, Reflex 23, Will 22).
 
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OOC: I think I'll keep my actions as is. There's a lot of people on the halflings side of the room. Bell is more concerned with protecting those closest to her for now.
 

[sblock=actions]Bell draws her sword and grabs the buckler from her hip. If allowed any other actions I'd like to make a Religion check against the shadow creatures to see what I might know about them.

Initiative 25
Religion 31
[/sblock]

[sblock=Bell]

A closer look at the statues triggers a memory from a book you read where the writer described a horrific encounter he witnessed years ago during his adventuring days. The writer was hired by the adventuring party to be a scribe with the responsibility to write a detailed account of the hunt and kill of the powerful and dreaded arch lich Barukios. After many months of searching and an epic battle against the lich and its minions, they succeeded in their task.

Afterwards, there was a celebration, which included a feast of epic proportions and the finest wines and ales. The scribe took part in the celebration, drinking to his heart's content. While he stepped away from the camp for a bit to pursue a lady friend, something strange took place at the camp. Apon coming back, he witnessed the party defending themselves against a group shadow figures with red eyes. At first the party had great success, killing two of the foes quickly. However, when one went down, the other remaining ones became stronger. Soon it was half of the remaining party against one powerful shadow foe, which at the end, killed the remaining adventurers. Could this be the same or similar group?

[/sblock]
 

Bells eyes snap open wide as she suddenly remembers why this is all so familiar. Her mind races for a way to get the information to her friends without breaking the delicate rythms of her fresh chant. The idea comes to her in the language of the bard whose tale she now tells. The language of the dwarves spills from her lips in a low, sing song tones.

[sblock=Magari]"The great heroes of ancient days slew the lich Barukios. When the battle was done the set home and began a great celebration. Something disturbed the celebration. Creatures of shadows with red eyes. The creatures fell, one by one, as the adventures attacked. As each shadow flashed away it seemed to fed those that remained. As the last stood against all, its power was so great, that only one man survived to tell the tale.[/sblock]

[sblock=OOC]Just assuming I still get to do the Song of Defense and the readied action, as we had set up action and then I got my turn. That's why I flavored my reaction as I did anyway.

Anyone who knows Magari (Dwarven) should feel free to translate. Otherwise Bell will next turn.
[/sblock]

[Sblock=Block of Bell]Bell Jabson, Shardar-Kai Bard 8 ()
Init: +5; PI 17, PP 17; low-light vision
HP: 60/60, B 30; Surge 15 hp, 8/8
AC 24, F 18, R 23, W 21
Saves: +2 Racial bonus against the unconscious condition; +2 to all death saving throws
Speed 6; AP: 1

Skills: Acrobatics 10, Arcana 15, Athletics 7, Bluff 12, Diplomacy 13, Dungeoneering 8, Endurance 8, Heal 7, History 15, Insight 7, Intimidate 12, Nature 8, Perception 7, Religion 15, Stealth 10, Streetwise 13, Thievery 8(10)
Languages: Allarian, Imperia, Tsugo, Magari, Draconic, Hzakan, Old Allarian, Silentus, (Read Any)
Rituals: Arcane Mark (Arcana), Amanuensis (Arcana), Battlefield Elocution (Arcana or Religion), Brew Potion (Arcana or Religion), Comprehend Language (Arcana), Disenchant Magic Item (Arcana), Enchant Magic Item (Arcane or Nature), Endure Elements (Arcana or Nature), Eye of Alarm (Arcana), Glib Limerick (Arcana), Purify Water (Arcana, Nature or Religion), Raise Dead (Heal), Silence (Arcana), Tenser's Floating Disk (Arcana)

Powers
Guiding Strike, Staggering Note, Deep Pocket Cloak
Focussed Sound, Dissonant Strain, Hypnotism, Insightful Warning, Theft of Life, Shadow Jaunt, Majestic Word 2/2, Words of Friendship, Second Wind
Stirring Shout, Song of Defense, Satire of Bravery, Swordmage Warding, Harmonic Songblade +2, Philosopher's Crown (not equipped), Onyx Dog Summon

Trigger (An enemy adjacent to Shard attacks Bell)
Bite (Standard; At-Will); +7 vs AC; 1d6+3
[/sblock]
 

As Bell warns the others the attack begins. The human shadow statue moves forward then stops for a moment before unleashing a torrent of blows to the allies around it. The hafling shadow statue, in unison with the human does the same to the allies on the other side. The hafling moves with blinding speed inflicting brutal wounds to many of the allies surrounding Rocco. As the hafling returns to it's original position the human moves quickly, Damen Bane moving to a location just west of the main group. As if waiting for the hafling to finish, the human unleashes a flurry of blows as well, battering the group with much more powerful blows. The human returns to it's original location as well. The group of adventurers stand in disbelief at what just occurred, then rally to counter attack...

Everyone up...including Bell...

[sblock=Mechanics]

Heroes turn:
Quan:
Nementah:
Primera:
Halleck:
Skalisss:
Raijin:
Rocco:
Vimak:
Bell: Song of Defense: +1 AC bonus to JK, Earth, DB, Phoenix, Rajin and Vimak, Triggers None
Earth:


Total Damage to Enemies:
None

Baddies turn:
Hafling Shadow Statue:
Attack: Steel Slipstream 1d20+16 for 2d4+8+5 ongoing posion damage (save ends) vs AC

Raijin: Hit for 11 + 5 ongoing poison damage (save ends)
Quan: Hit for 13 +5 ongoing poison damage
Halleck: Hit for 14 +5 ongoing poison damage (save ends)
Skalisss: Miss
Primera: Miss
Rocco: Hit for 13 + 5 ongoing poison damage

Human Shadow Statue:
Double move to N13
AP: Steel Slipstream 1d20+16 for 2d8+8 plus 1d8 fire damage vs AC

Phoenix: Miss
Vimak: Hit for 27
Raijin: Hit for 19
Quan: Hit for 23
Halleck: Hit for 21
Skalisss: Hit for 24



Total Damage to Allies:
Quan: 36 +5 ongoing poison damage (save ends)
Skalisss: 24 damage
Halleck: 35 +5 ongoing poison damage (save ends)
Raijin: 30 +5 ongoing poison damage (save ends)
Vimak: 27 damage
Rocco: 13 +5 ongoing poison damage (save ends)


[/sblock]

[sblock=Stats]
[sblock=Please ignore as this needs to be updated]
Party:
(Need to be Edited)
Nementah:
Defenses: AC 19 Fortitude 19 Reflex 18 Will 19
HP 44/61 THP: Bloodied 30 Surge Value 14; Surges Used 11/11 AP 1/1

Primera:
Defenses: AC 19 Fortitude 19 Reflex 18 Will 19
HP 13/13

Vimak:
Defenses: AC 22 Fortitude 19 Reflex 18 Will 20
HP: 43/59 THP: 4: Bloodied 29, Surge value: 14, Surges left 8/10 AP 1/1

Rocco:
Defenses: AC 23; Fortitude 20, Reflex 18, Will 19
HP 19/61, Bloodied 30, Surge Value 15+1, Surges left 10/12: AP 1/1

Skalisss:
Defenses: AC:26 Fortitude:21 Reflex 18 Will 21
HP: 37/74 THP: 0 Bloodied 37, Surge Value: 19 Surges left: 10/11 AP 0/1

Halleck: Marked
Defenses: AC 23, Fortitude 17, Reflex 17 Will: 20
HP: 40/55 THP: Bloodied: 25, Surge Value: 12 Surges left: 6/9 AP: 1/1

Raijin:
Defenses: AC 19 Fortitiude 19 Reflex 14 Will 20
HP: 31/56 THP: Resist 1 Bloodied 26, Surge Value 13, Surges left 5/6 AP: 1/1
Resist Force 10, Resist Lightning 5, Resist Thunder 5

Quan:
Defenses: AC 21, Fortitude 16 Reference 20, Will 17
HP: 34/50 THP: Bloodied 25, Surge value: 12 Surges left 7/7 AP: 1/1
[/sblock]


Enemies:
Hafling Shadow Statue:
Defenses: AC 24, Fortitude 23 Reflex 21, Will 22
HP: 100/100 THP: Bloodied 50 AP: 1/1

Human Shadow Statue:
Defenses: AC 24, Fortitude 23 Reflex 21, Will 22
HP: 150/150 THP: Bloodied 75 AP: 0/1

[/sblock]

[sblock=Enemy Information]
Hafling Shadow Statue:
HP 200; Bloodied 100
 AC 24; Fortitude 21, Reflex 23, Will 22
 Saving Throws +2
 Speed 6
 Action Points 1
Dagger (standard, at-will)  Weapon
+16 vs AC; 2d4+8 damage +5 ongoing poison damage (save ends)
Dagger (standard, at-will)  Weapon
Shadow Flurry (standard, at-will)  Weapon
Melee or ranged; hafling makes two basic attacks. He can shift 1 square as a free action after each hit

Dull Minds (minor, recharge 4, 5 or 6)  Psychic
Close burst 5; +12 vs Will; the target takes a –2 penalty to attack rolls against shadow, or –4 if the attack occurs when it is not the target’s turn (save ends). If shadow hits a creature that is marking him with this attack, the mark ends and the target cannot mark shadow until the target saves.

Steel Slipstream (standard, recharges when first bloodied)  Weapon
Close blast 5; +16 vs AC; 2d4+8 +5 ongoing poison damage (save ends) damage and slide 1.
After all attacks are complete, hafling shifts to any square in the blast.


Human Shadow Statue
HP 200; Bloodied 100
 AC 24; Fortitude 21, Reflex 23, Will 22
Saving Throws +2
 Speed 6
 Action Points 1
Longsword (standard, at-will)  Weapon
+16 vs AC; 1d8+8 damage + 1d8 fire damage

Shadow Flurry (standard, at-will)  Weapon
Melee or ranged; hafling makes two basic attacks. He can shift 1 square as a free action after each hit

Dull Minds (minor, recharge 4, 5 or 6)  Psychic
Close burst 5; +12 vs Will; the target takes a –2 penalty to attack rolls against shadow, or –4 if the attack occurs when it is not the target’s turn (save ends). If shadow hits a creature that is marking him with this attack, the mark ends and the target cannot mark shadow until the target saves.

Steel Slipstream (standard, recharges when first bloodied)  Weapon
Close blast 5; +16 vs AC; 2d8+8 + 1d8 fire damage and slide 1. After all attacks are complete, human shifts to any square in the blast.
[/sblock]

[sblock=map]
Map
[/sblock]


[sblock=Adventure Summary]

Summary of Events
1. Prevented a flesh golem from killing the Weinfurter family. Body guard turned bad.
2. Dismantled the Crossed Sword and Skull Gang by killing Leader Hank the Tank
3. Prevented a possible encounter with a pack of wolves...for the moment
4. Alpha wolf presents orb of nature to Lerrick who gives it to Nementah.
5. Halleck finds orb of elements after party defeats band of ogres and a hill giant. He gives it to Raijin.
6. Defeated Bosch's dragonborn minions who tried to disrupt the ritual for removing the mark of Lerrick.
7. Mark is successfully removed from Lerrick by brother Buchta.
8. Encounter the great dragon Bosch for the first time. Dragon leaves but swears revenge.
9. Party returns Lerrick to mother in Daunton, but the father was not there as he was on an urgent task for brother Navio, something related to the shield.
10. Rocco tested for invoking a god. The party as well as other patrons at the tavern help defend Rocco from her wrath.
[/sblock]


ooc: I have some other stuff to edit in this post, but it not enough to prevent you from starting your counter attacks. This is a big battle with 14 allies posting attacks. Please list in detail what your attack does and if you have any triggered attacks (Halleck and Rocco have some already). I am going to make mistakes since I'm still new to the dm thing. Please point them out and I'll fix them as quickly as possible. Even with the mistakes, the alternative is sitting in the tavern with nothing to do. :) Rocco owes all of you multiple rounds of beverages if and when everyone makes it back to the tavern.
 
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[sblock=Judge]
I can judge this if you don't have one already (unless I should not read this since Sharpe is in its sister adventure). :)
[/sblock]
 

[sblock=Judge]
I can judge this if you don't have one already (unless I should not read this since Sharpe is in its sister adventure). :)
[/sblock]

ooc Thanks Luinnar. Request accepted.


[sblock=Luinnar's Eyes Only]
Yes, it's true that Sharpe is in the sister adventure, but Sharpe really knows more about what is going on from the explanation given to him by brother Navio. Brother Navio has not talked to the Trogdor party yet. Hopefully he'll make an appearance to them after this encounter is complete :) So, I have no problem with you judging this.
[/sblock]
 

OOC: I would say that qualify as an aggression :) so it triggers readied actions

OOC: Summary: halfling is marked and takes 56 damage for various attacks, Rocco grants CA to it. Rocco shifts to S11 and gains defense bonus from the stance and item

[MENTION=79956]dimsdale[/MENTION], if the statue is inanimate and first strike doesn't yield any damage Rocco uses move to get to the halfling and then continues with the attack.


At the first cut, Rocco fastens his swings and targets the halfling with rain of blows. He turns several times, blows ringing of the statue with barely perceptible pause as shadow stuff flies around. He uses his last swing to pull himself in favorable position, blocking the statue's path to his companions.

"Aha! Trying to poison a dwarf, will ya?! I'll be right over. Let me introduce you to Flesh Grinder. It works nicely against shadow and stone too."

[sblock=Actions]
Start of the turn:
5 poison damage

Move: T11
Minor: Dancing Defense Stance
Standard: Echoing Assault vs Half Elf AC; damage (1d20+14+2=33, 2d8.minroll(2)+13=22)
AP: Brash Strike vs Half Elf AC; damage (1d20+16+3=25, 1d8.minroll(2)+13=16) - Rocco grants CA to halfling, shifts to S11, gains +3 AC and Ref

Halleck granted MBA vs Half Elf AC; damage (1d20+14+2=24, 1d8.minroll(2)+10=18)


Minor: Dual Threat Gauntlets - flanking with Rocco grants +3 bonus for the encounter


End of Turn: Save vs Poison (1d20+5=14)
[/sblock]


[sblock=Rocco Stats]
STATUS: +3 AC & Ref TENT
MARKED: Halfling

Initiative +6; Senses Passive Insight 19, Passive Perception 24
HP 56/74, Bloodied 37, Surge Value 18+1, Surges 12/12
AC 24; Fortitude 22, Reflex 20, Will 21
1/1 AP
Speed 5

MBA: +14/1d8.minroll(2)+10
CC: +17/1d8.minroll(2)+13
OA: +17/1d8.minroll(2)+10


Dual Strike
Brash Strike
Combat Challenge
Combat Superiority
Pass Forward


Funneling Fury
Sweeping Blow
Kirre's Roar
Second Wind
[S[Echoing Assault[/S]
Guardian's Counter
Shadow Step


Villain's Menace
Dancing Defense


Foe Maker Hand Axe - daily, standard, everyone within 5 squares are marked by Rocco
Mithral Chainmail - daily, immediate reaction, halve the damage of melee or ranged attack
Foe chaser boots - Daily immediate reaction: Trigger: Marked enemy makes an attack that doesn't include Rocco. Effect: Rocco teleports adjacent to the marked enemy.
Flesh Grinder Gauntlet Axe +2 - Daily free: Trigger: make an attack that attacks AC; Effect: Attack targets Fort and deals extra 1d6 damage
Counterstrike Guards - Daily immediate reaction: Trigger: enemy misses Rocco with melee attack; Effect: Rocco makes MBA vs the enemy
Dual-Threat Gauntlets - Daily minor: flanking with Rocco grants +3 bonus instead of +2 for the encounter

[/sblock]
 
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OOC: So... I'm assuming the other statues aren't active and can't be hurt(Elf, Dwarf?). If they can be hit, I reserve this spot to cast an enlarged Fire Burst to hit the Elf, Dwarf, and Halfling before everyone moves into melee. If not, I'll figure something else out.
 
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