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Adventure: The Power of Knowledge (DM: Fragsie, Judge: TwoHeadsBarking)


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As the determined party burst into the decaying shrine and launch their surprise attack, the gang of humans are clearly shocked. Some of the weaker looking of the bunch are obviously unnerved by the speed at which Growl dispatches two of their companions, they look to the chain wielding man that was overseeing their work.
"What do we do Tomas?" One of them asks nervously.
"Quickly, spread out damn you, if you dun't bunch t'gether the walkin bucket can't do that to ya!" he replies, his annoyance at being found clear in his voice.
"Murderersss! Asss Neteri is my witnesss justice will be ssserved!"
"What manner of evil is this? You're defiling a shrine!"
"I ain't seen no murders today 'cept the two your mate there just commited! So dun't be castin no 'spertions, and there ain't been no god ere in donkey's years. Still, we can't be 'avin no witnesses. Get 'em boys!"

The petty criminals spread out across the chamber, their clubs at the ready while two of the more agile looking of the group dart behind nearby pillars, one looses a dagger which finds a home in Ceryx's shoulder causing him to grimace in pain.

The remaining bandit moves up to Skalisss and smacks him soundly over the head with his mace causing the dragonborn's eyes to roll and the room to spin, during the distraction he deftly dodges back out of the paladin's reach.

Tomas moves up behind the pillar nearest Skalisss, Ceryx and Brother Shane, a wicked grin on his face as he whirls his chain like a lasso before loosing it with a loud grunt. The chain smashes into the pillar sending chunks of rock and debris flying into the group of adventurers, fortunately the would be rescuers are nimble enough to avoid any chunks large enough to cause any damage.

Amid the confusion of the battle, two previously hidden human guards; each wielding halberds, move out from behind one of the warrior statues and charge Growl with malicious intent. The warforged manages to evade one of the strikes, but unfortunately the second halberd catches him off guard and gives the druid a minor wound.

"You ain't helpin noone mate, you is gonna play wif us!" the guard taunts.
[sblock=Actions]
Bandit 3 - :melee:Dazing Strike vs Skalisss; 1d20+4= 24 vs. AC (crit); 9 damage and growl is dazed until the end of the bandits next turn.

Bandit 1 - :branged:Dagger vs Ceryx; 1d20+6= 25 vs. AC; 1d4+3= 7 damage.

Tomas - :close:Stonebreaker I12>J14; 1d20+6= 11, 1d20+6= 7, 1d20+6= 7 vs. Ref; all miss.

Guard 2 - :bmelee:Charges growl; 1d20+10+1= 15 vs. AC; miss.

Guard 1 - :bmelee:Charges growl; 1d20+10+1= 20 vs. AC; 1d10+3= 6 damage and marked until the end of the guards next turn.
Rolls[/sblock]
[sblock=Status]
26 - Human Bandit 1
- Human Bandit 2
- Human Bandit 3 (3 Damage) Dazing Strike
- Tomas () 2 shrouds, Stonebreaker
- Human Rabble 1
- Human Rabble 2
- Human Rabble 3
- Human Rabble 4
- Human Rabble 5 DEAD
- Human Rabble 6 DEAD
- Human Guard 1
- Human Guard 2
22 - Brother Shane (HP-24/24 S-8/8)
19 - Growl (HP-29/35 S-11/11) Marked (Guard 1)
12 - Ceryx (HP-21/28 S-9/9)
11 - Skalisss (HP-30/39 S-11/11) Dazed
8 - Mikara (HP-20/20 S-6/6) Hidden

Features of the Area
(skill checks may reveal more information on some of these features.)
  • Alter
  • Illumination: Dim light
  • Pillars
  • Ruins: These crumbled statues are difficult terrain
  • Statues: The three remaining large statues are beginning to crumble with age.
  • Cencers: These braziers cast normal light on the dais.
[sblock=Monster Stats]
Tomas - AC ? / Fort ? / Ref ? / Will ? / HP ?
:close::area:Stone Breaker (recharge 4 5 6) One square of ruins within 2 becomes the origin of a burst 1 or blast 3; +6 vs. Reflex; 1d6 + 1 damage and the target is dazed until the end of Tomas’ next turn.

Bandits - AC ? / Fort 12 / Ref ? / Will ? / HP ?
:branged:Dagger: 5/10; +6 vs. AC; 1d4+3 damage.
:melee:Dazing Strike: (enc) +4 vs. AC; 1d8+1 damage, the target is dazed until the end of bandits next turn and bandit may shift 1 square.


Rabble - AC ? / Fort 13 / Ref ? / Will ? / HP 1
Mob Rule - Rabble gain +2 P bonus to defences while at least two other rabble are within 5 squares.

Guard - AC ? / Fort ? / Ref ? / Will ? / HP ?
:bmelee:Halberd: Reach 2; +10 vs. AC; 1d10+3 damage and the target is marked until the end of the guards next turn.
[/sblock][/sblock]
[sblock=Map]
EncounterA1_R1.jpg
[/sblock]
 
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The warforged before the two guards changes in front of their eyes, a swirl of shifting armor plates and fur instead leaving a bear in its place. The bear then roars ominously at the two guards, leaving them open to attack by the rest of the group.

[sblock=Mechanics]Minor action - Wild shape to bear form.

Standard action - Swarming Locusts, targeting Guard 1 and Guard 2.

Swarming Locust vs Guard 1 and Guard 2 (1d20+5=15, 1d20+5=19, 1d8+5=7)

Hits Reflex 15 for 7 damage against Guard 1, and hits Reflex 19 for 7 damage against Guard 2.

Effect - The blast creates a zone of swarming locusts that lasts until the end of your next turn. While within the zone, enemies grant combat advantage.[/sblock]

[sblock=Growl's Info]Growl- "Male" Warforged Druid 2
Initiative: +1, Passive Perception: 20, Passive Insight: 20
AC: 19, Fort: 15, Reflex: 12, Will: 17 - Speed: 6
HP: 29/35, Bloodied: 17, Surge Value: 8 (10 in beast form), Surges left: 11/11
Action Points: 2

Powers:
Chill Wind
Savage Rend
Swarming Locusts
Wild Shape

Barkskin
Darting Bite
Second Wind
Warforged Resolve

Faerie Fire
Enduring Beast Hide Armor +1 (Daily)

Full character sheet[/sblock]
 

A smile comes across Ceryx's face as he quickly moves into melee with Tomas. As he reaches Tomas, Ceryx begins to glow very brightly as a burst of energy explodes around him. Using this burst as a chance to take a swing, Ceryx gathers himself and swings his falchion down on top of Tomas's head.

[sblock=Actions]Move Action -> Move to L11
Minor Action -> Oath of Emnity on Tomas
Standard Action -> Argent Mantle (16 vs. Fort, 16 damage)
Action Point -> Avenging Echo (26 vs. AC, 9 damage)

Initial Rolls

If 16 doesn't hit fort, let me know. I'd like to roll my Memory of a Thousand Lifetimes on that attack. If it does, then don't worry. I doubt 25 points will kill, but if so, I would rather knock out Tomas.[/sblock]

[sblock=Mikara]Since the rounds are post whenever, if I'm not here when you attack, you can use my Channel Divinity: Divine Guidance, and roll 2d20s, taking the best of the two results. Let's make sure we kill this man quick. But I say we knock out Tomas, get information as to why they took the minotaurs hostage.[/sblock]

[sblock=Ceryx's Stats]Ceryx - Deva Avenger 1
Passive Perception 19, Passive Insight 14
AC 18, Fort 13, Reflex 15, Will 15
HP 21/28, Bloodied 14, Surge Value 7, Surges 9/9
Speed 6, Initiative +0
Action Points: 1, Second Wind
[sblock=Powers]
Radiant Vengeance
Leading Strike
Avenging Echo
Memory of a Thousand Lifetimes
Oath of Enmity
Channel Divinity: Abjure Undead
Channel Divinity: Divine Guidance
Argent Mantle
[/sblock]
[/sblock]
 
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Having their boss's name made it easy to get his attention.

"You can't defeat us, Thomas! We are all around you!"

Mikara's eyes turn into solid orbs of black for half a second as she makes eye contact with Thomas. Mikara's eyes return to normal and Thomas can be seen looking frantically to the left and to the right, trying to catch sight of the phantom enemies that flit just on the boarders of his peripheral vision.

"You have been a bad boy, Thomas, and now the shadows have sent me to kill you." Mikara says this with the cold tone of finality and even her team mates might believe that she means what she says. Mikara dashes towards her foe, raising her blade to strike. When she gets within a few steps of her target, an orb of darkness erupts from Mikara and spreads all around her, blocking everyone's view of Thomas completely. All is silent for the span of 2 seconds except for the sound of Thomas's heavy breathing. Suddenly, Ceryx catches the sight of his own shadow coming to life and moving on it's own. The shadow jumps into the orb of darkness and Thomas screams. A blood curdling sound that runs chills down the spine of all of Thomas's minions.

OOC: If Thomas is knocked out:
The sound of metal ringing and that of a heavy weight hitting the floor can be heard before all within the orb of darkness goes silent.

OOC: If Thomas is not knocked out:
The sound of metal ringing and a cry of pain from Thomas can be heard within the orb of darkness.

[sblock=Actions]
- Free: Place a 3rd Assassin's Shroud on Thomas.
- Standard Action: Mikara uses Nightmare Shades on Thomas and rolls 25 vs Will for 19 psychic damage. Until the End of Mikara's Next Turn, she gains a +4 bonus to damage rolls against Thomas.
- Move: Mikara moves to M10.
- Minor: Mikara uses Cloud of Darkness (close burst 1 centered on Mikara). The burst creates a cloud of darkness that remains in place until the end of Mikara's next turn. The cloud blocks line of sight, squares within it are totally obscured, and creatures entirely within it (only Thomas at the moment) are blinded until they exit. Mikara is immune to these effects.
- Action Point (Standard Action): Mikara uses Shadow Storm on Thomas, invoking her Assassin's Shrouds (3) and rolls 27 vs AC for 20 damage from the power and 14 damage from her Assassin's Shrouds for a total of 34 damage on this attack.

THIS DAMAGE IS INTENDED TO KNOCK HIM OUT, NOT KILL HIM. (This should make a this a total of 78 damage against Thomas including the damage from Ceryx.)[/sblock]
[sblock=Mikara's Stats]
Mikara - Drow Assassin 1
Passive Perception 15, Passive Insight 10
AC 17, Fort 11, Reflex 15, Will 15
HP 20/20, Bloodied 10, Surge Value 5, Surges 6/6
Speed 6, Initiative +5
Action Point 1, Action Point 2; Second Wind

At-Will Powers: Assassin's Shroud, Shadow Step, Shadow Storm, Inescapable Blade

Encounter Powers: Nightmare Shades, Shade Form, Dark Fire/Cloud of Darkness

Daily Powers: Targeted For Death
[/sblock]
[sblock=Ceryx] Thanks for the offer to let me use your Divine Guidance (an awesome power!), but it seems that I didn't need it this time around ^_^ If no one uses it this round, I may use it next round if the offer is still open and I am going after your new oath of enmity (or Thomas if he's still conscious)[/sblock]
 

Shane blinks as Tomas disappears into the darkness, then winces at the sounds coming from the cloud. Turning his attention to the thug in front of him, he calls "And you'll be next!"

Radiant fire burns white-hot at the human's throat, and Skalisss feels his spirit lift.

Shane takes a few quick steps back to aid Growl.

[sblock=mechanics]

Remind me not to piss off mikara again.

Standard: Sacred Flame (vs Ref) (1d20+4=20, 1d6+4=5), targeted on the human in I10. Assuming a hit, Skalisss may make an immediate saving throw vs. Dazed.

Move: Shane moves to flank at J15
[/sblock]
 


[SBLOCK=OOC]Thanks Shane!

It is Skalisss that is dazed and not Growl, right? Thanks.

Save vs Daze (1d20=3)
still Dazed
[/SBLOCK]
Head spinning from the column's debris, Skalisss calls upon Netari for protection for himself and his allies.

"Aid usss Sssea King!"

[SBLOCK=Actions]
Standard Action: Sacred Circle, close burst 3, The burst creates a zone that, until the end of the encounter, gives you and allies within it a +1 power bonus to AC.
[/SBLOCK]


[SBLOCK=Skalisss' Stat Block]
Skalisss- Male Dragonborn Paladin (Natural Humanoid) 3 Character Sheet
L4Wrequest_09.jpg

Initiative: +1 Senses: Normal P-Perception: 13 P-Insight: 18
HP: 30/39 SurgeValue: 10 Surges: 11/11
AC:23 Fort:16 Reflex:14 Will:16

Action Points: 2 Second Wind: not used
Resist: none Speed:5
Conditions: DAZED, +1 to AC while in zone
BasicAttack: - "Sunblade", +9 to Hit vs AC, 1d8+5 damage
BasicRangedAttack: - Javelin, +7 to Hit vs AC, 1d6+4 damage, range 10/20

[SBLOCK=Powers]
Valiant Strike
Bolstering Strike
Divine Challenge
Piercing Smite
Righteous Smite
Dragon Breath
Channel Divinity: Divine Mettle
Channel Divinity: Divine Strength
Lay on Hands x2
Healing Word
Paladin's Judgement
Sacred Circle USED
Healing Surge from Dwarven Plate Armor
Motes of Light from Sunblade
[/SBLOCK]
[/SBLOCK]

[SBLOCK=Darn, can't get to Bandit3, save this action until next round]
Standard Action: Righteous Smite (1d20+9=24, 2d8+5=15) attk/dmg on Bandit #3
Hit, Skalisss and each ally within 5 squares gain 7 temporary hit points
[/SBLOCK]
 
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