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


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[sblock=OOC]My bad Rabble 3 was indeed killed by Ceryx, I seem to making a few bookkeeping mistakes, I think from now on I'll do a status update with each post. Thanks for putting up with me :p[/sblock]
[sblock=Status]
26 - Human Bandit 1 (11/37) Dazing Strike weakened, Bloodied, Divine Challenge (Skalisss)
- Human Bandit 2 (5/37) Bloodied Dazing Strike
- Human Bandit 3 (29/37) Dazing Strike
- Tomas DEAD
- Human Rabble 1
- Human Rabble 2 DEAD
- Human Rabble 3 DEAD
- Human Rabble 4 DEAD
- Human Rabble 5 DEAD
- Human Rabble 6 DEAD
- Human Guard 1 (18 Damage) weakened
- Human Guard 2 (17 Damage) weakened
22 - Brother Shane (HP-24/24 Temp-7 S-8/8) healing powers restore +5 hp
19 - Growl (HP-20/35 temp-7 S-11/11) +4 AC
12 - Ceryx (HP-21/28 temp-7 S-9/9) Argent Mantle (reroll damage),
11 - Skalisss (HP-36/39 temp-2 S-11/11)
8 - Mikara (HP-20/20 temp-3 S-6/6)

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 17 / Fort 17 / Ref ? / Will 16 / HP 86
: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 16 / Fort 12 / Ref 14 / Will 12 / HP 37
: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 15 / Fort 13 / Ref 11 / Will 11 / HP 1
:bmelee:Club: +6 vs. AC; 4 damage.
Mob Rule - Rabble gain +2 P bonus to defences while at least two other rabble are within 5 squares.


Guard - AC ? / Fort ? / Ref 15 / Will 14 / HP ?
:bmelee:Halberd: Reach 2; +10 vs. AC; 1d10+3 damage and the target is marked until the end of the guards next turn.
:melee:Powerful Strike: (recharge 5,6) Reach 2; +10 vs. AC; 1d10+7 damage and the target is knocked prone.

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[sblock=OOC\Treasure]I'm looking through all your character sheets to work out which magic items will turn up where and when, and I note that Ceryx and Skalisss don't have wish-lists, would you guys mind coming up with a list each please; it would help me out no end :)
Mikara and Brother Shane, would you mind making a note on your wish-lists saying which books the items are from please?
Currently Skalisss has 2 magic items, growl has 1, and the rest of you have none, so unless you disagree I will look to the lists of those with less first, of course once the items are actually awarded it will be up to the party to dispense them as you guys see fit.[/sblock]
 

[sblock=OOC/Treasure] I'm a bit confused about the damage Mikara has/has not taken. In your first update after I killed Thomas, you said that she took 4 damage in the Actions sblock, but in the subsequent Status blocks you have put up she is listed as 20/20 HP. Did Mikara get the 7 temp HP from Skalisss's effect? If so, was this taken into account when she was damaged?

Treasure:

Below I have copied/pasted my wishlist from my character sheet. There isn't a specific "book" that these come from, but rather from Dragon Magazine and from one of WOTC's published adventures, all of which is listed in the DnDi Compendium. Let me know if you do not have access to these resources to look up the items. The Ki Focus is is a physical item and is described as being a black leather manual of different creatures anatomy that seems to never end as you flip through it.

Wishlist

1. Final Sleep Ki Focus +1 (Level 3 Ki Focus) (Dragon Magazine 382; Assassin's Toys)
2. Shadowdance Leather Armor +1 (Level 5 Armor) (WOTC Adventure: Seekers of the Ashen Crown or DnDi Compendium)


If you plan to give Mikara armor, PLEASE give her the above armor, as it fits her class, race, and theme PERFECTLY.



[/sblock]
 

[sblock=OOC/Treasure] I'm a bit confused about the damage Mikara has/has not taken. In your first update after I killed Thomas, you said that she took 4 damage in the Actions sblock, but in the subsequent Status blocks you have put up she is listed as 20/20 HP. Did Mikara get the 7 temp HP from Skalisss's effect? If so, was this taken into account when she was damaged?

[/sblock]

OOC: Mikara did get the 7 temp hit points from Skalisss, all of the PCs did as they all were within range at the time.
 

[sblock=OOC/Treasure...again]
Then in that case, if she DID get the 7 temp HP from Skalisss, does she have 3 Temp HP left (after the 4 damage), or was she actually dealt 11 damage from the guard and took only 4 after the temp HP were consumed? [/sblock]

[sblock=Tactics] I'm not really sure what to have Mikara do. If she attacks and shifts, she'll just be attacked by both of them, if she shifts and moves, she might be able to get into Skaliss's +1 AC effect, but won't be able to get close, and she won't be able to also attack. If she double moves to get close to Skalisss, she'll take an OA from the guard she's next to. Knowing if she has temp HP left would help her decision (as 3 temp hp is actually kind of a big deal for her and could be the diff between life and death, lol... isn't that sad!)[/sblock]
 

[sblock=OOC]the most recent statut spoiler block is correct, she took 4 damage and has 20hp 3Thp.
Oh an Skalisss is currently in F8[/sblock]
 

Mikara nods to her companions instructions to seek protective cover and gives Skalisss a warm smile. She would comply with his commands, but not before she paid back blood with blood. With the guard in front of her distracted by Skalisss, and knowing that his divine power was keeping the guard in check, she called to the darkness surrounding her foe, darkening his weak points in her view. Striking with a wide singing motion, her falchion slices cleanly into the human between her and Skalisss while both of their shadows copied their moves, slicing further into the man and opening a great wound. While his blood began to pour, she moved into Skalisss's divine protection.

[sblock=Actions]
- Free: Assassin's Shroud on Bandit 1
- Standard: Shadow Storm vs Bandit 1; CRITS for 27 damage.
- Move:
IF: Bandit 1 dies: Move to I-12

IF: Bandit 1 does NOT die: Shadow Step to G9 (top left corner of Skalisss's +1 AC effect
[/sblock][sblock=Mikara's Stats] Mikara - Drow Assassin 1
Passive Perception 15, Passive Insight 10
AC 18, Fort 11, Reflex 15, Will 15
HP 20/20 + 3 Temp HP, 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
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Shane mumbles another litany, and a glowing brand appears on the forehead of one of the threatening guards. Out of reflex, more than anything, Shane jerks back as the bandit that had struck him previously appeared again at his side. Radiant energy lashed out, enveloping him as he collapsed. Shane groans "What have I done?" and looks at Ceryx almost reproachfully.

[sblock=mechanics]


Standard: Guard 1 is hit by Astral Seal (v. Reflex) (1d20+6=16). He takes a -2 to all defenses until EoNT. The next ally to hit him regains 14 hp. Skalisss gains 3 temp HP.

Action Point

Standard: Rabble 2 Sacred Flame (v. Reflex) (1d20+4=16, 1d6+4=5) Kills without Cyrex's bonus that I forgot to add, but in case it matters... 9 damage.

Shane is Dazed until EoNT.
[/sblock]
[sblock=OOC for all]

So Shane has the Pacifist Healer feat, which means he is Dazed when damaging a bloodied enemy.


Mikara, at this point, Shane will heal you from 0 to full with one healing word. You can fight a little loose.. just don't get hit with a coup de grace. ;-)

Fragsie: I updated Shane's wishlist with the books.
[/sblock]
 

[sblock=Pacifist Healer] Actually, Brother Shane would be STUNNED... not Dazed. It's a REALLY REALLY nasty repercussion if you hit a bloodied enemy. I have pasted the entry for the feat from DnDi below:
DnDi Compendium said:
Benefit: When you use a divine power that allows a target to spend a healing surge, the target regains additional hit points equal to 1d6 + your Charisma modifier. The additional hit points increase to 2d6 + your Charisma modifier at 11th level, and to 3d6 + your Charisma modifier at 21st level.
Also, whenever you deal damage to a bloodied enemy, you are stunned until the end of your next turn.
(emphasis, mine) You may want to rethink about using your action point to attack Rabble 2 with Sacred Flame. You'll basically be making us healer-less for 1 round. It's good to know that I can fight a bit loose though :)[/sblock]
 

Into the Woods

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