[Adventure]: Turning the Tide (DM: Dimsdale, Judge ??)


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Eva takes a deep breath and prepares for another attack, as she attempts to single-handedly hold off the zombie. She also withdraws a healing potion from her backpack and keeps it in one hand.

[sblock=Eva actions / stats]The zombie's attack roll was too high for shield to be of any help.

Start of turn: Eva takes 5 from the aura and 5 from ongoing damage. She's at 6/32.

Standard: Second Wind. Eva's at 14/32 hp, 6/8 surges, and she has +2 all defenses USNT Eva.

Move: Eva takes a healing potion out of her backpack (we received a couple of these at the start of the adventure).

End of turn: Save vs ongoing 5 cold fails. Eva takes 5 more damage. She's at 9/32. (1d20=6)

Immediate Interrupt: If the zombie attacks Eva and hits her AC or Reflex by 3 or less, she'll use Shield to negate the hit.

PC:Eva (Dekana) - L4W Wiki- Female Elf Mage 3
Passive Perception: 18, Passive Insight: 11
AC:18+2, Fort:16+2, Reflex:19+2, Will:17+2 -- Speed:7
HP:9/32, Bloodied:16, Surge Value:8, Surges left:6/8
Initiative +2
Action Points: 0 (encounter)

Conditions
Bloodied
+2 defenses USNT Eva
Ongoing 5 cold (save ends)
Immobilized UENT CB1

Powers
Disrupt Undead, Ghost Sound, Phantasmal Assault, Restless Dead, Magic Missile
Color Orb, Color Spray, Darkening Flame, Elven Accuracy, Second Wind, Shield, Spook
Summon Dretch

[sblock=spellbook]Encounter (2): Color Spray (3), Cordon of Bones (3), Darkening Flame (1), Ray of Enfeeblement (1)
Daily (1): Spirit Rend (1), Summon Dretch (1)
Utility (1): Shield (2), Summon Shadow Serpent (2)[/sblock]Notes: +2 damage rolls vs bloodied targets[/sblock]
 
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OOC: I'm thinking the party should run away after the first zombie dies. Between the first zombie's death burst and the second zombie's aura, I don't see any way of winning this.

If we want to keep at it, I'd suggest finishing off CB2, everyone drinking down healing potions while staying out of CB1's aura, and then re-engaging when we have some more hp.

Edit: And Eva will go down at the start of her next turn from the aura + ongoing damage. Maybe someone can force feed her the potion. :)
 
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Graven swings at the zombie next to him, his blade shearing through the zombie's neck. The zombie explodes in a burst of cold energy. Graven vanishes and reappears next to the final remaining zombie.[sblock="actions"]SoT: 5 damage from aura, 5 ongoing cold damage
Standard: Booming Blade vs CB2 - CRIT, hits for max damage of 13 + 1d6=3 for a total of 16 damage, killing it.
Zombie explodes: Hits Graven and Ignus for 7 damage, misses Merri (rolls). Graven and Ignus are slowed (save ends).
Free: Graven gains 10 temp HP (from booming blade) and teleports to L7 as a free action (from Vanishing Blade).
Minor: Aegis of Shielding vs CB2
EoT: Save vs Ongoing damage, save vs slowed. Saved both
Guardian Blades is still in effect if CB1 makes a melee attack while adjacent to me.[/sblock][sblock="Stats"]Graven Male Warforged Hybrid Swordmage/Wizard (Good)
Initiative: +1, Passive perception: 11, Passive Insight: 11, Senses: Normal

Defenses:
AC: 18, Fort: 15, Reflex: 15, Will: 14
+2 saves against ongoing damage

Vitality
HP: 10(+10)/40, Bloodied: 20, Surge Value: 10, Surges Left: 7/11
Action Points: 0/1, Second Wind: unused

Languages:
Allarian

Basic Attacks:
Melee Basic Attack: +7 vs AC - Aegis Blade Longsword: 1d8+3
Ranged Basic Attack: Magic Missile - 6 damage

Powers:
At-Will: Magic Missile, Booming Blade
Cantrips: Mage Hand, Light, Presdigitation, Ghost Sound
Encounter: Aegis of Shielding (Special), [-]Cold Strike[/-], [-]Color Orb[/-], [-]Dimensional Vortex[/-], Warforged Resolve
Daily: [-]Vanishing Blade[/-], [-]Guardian Blades[/-]

Weapons:
Aegis Blade Longsword - 1d8+1
Longsword - 1d8

Conditions:

Living Construct - No need to eat, drink, breathe, or sleep
Unsleeping Watcher - 4 hours of inactivity counts as an extended rest
Warforged Resolve - +2 bonus to saves against ongoing damage
Sword Bond - Can call sword to hand from 10 squares away as a minor action
Swordmage Aegis (Hybrid) - Regain use of swordmage aegis if target dies
Rose King's Shield - Once per turn when Graven hits an opponent with Booming Blade while using a longsword, he gains 5 temporary hitpoints. If he ended his turn at least 2 squares away from where he started, he instead gains 10 temporary hitpoints.[/sblock][sblock="Immediate Interrupt"]If an enemy marked by Graven's Aegis of Shielding makes an attack against an ally that does not include Graven as a target and the enemy is within 10 squares of Graven, Graven uses an Immediate Interrupt to reduce the damage dealt by that attack to one creature by 9.[/sblock]
OOC: Ignus, I really wish you had Fallen Needle right about now. The minor action movement would be really helpful so you could bounce in and out to attack w/o having to worry about the Start of Turn aura :P Eva, this would probably be a good time to get back out of the aura and hit him with ranged attacks if someone can keep you alive that long... :)
 
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OOC: [MENTION=79956]dimsdale[/MENTION] I think Merri's HP is higher than you have listed because she had THP from her previous attack. I have her at 21/34 with 4 THP.


Merri ducks right as frozen zombie parts explode and fly about the room.

"Wow! Nice hit Graven! Hey! Ugly, dead guy! Stop hitting my new friend!"

Merri moves toward the remaining foe, focusing all her power into her rapier strike. The zombie's skin is tough (and frozen) and Merri's rapier point sticks in it's hide without doing any damage.

[sblock=actions]
Movement: Move to M-6

Standard: Energizing Strike (Augment 2) vs. CB1: 13 vs. AC, miss!
[/sblock]

[sblock=Merri's mini-stats]Merri- Female Human Hybrid Ardent/Vampire 3

Status: 4 THP

Initiative: +4, Passive perception: 17, Passive Insight: 12

AC 18 For: 15 Ref: 16 Will: 18

HP: 21/34 THP: +4 Bloodied: 17 Surge value: 8 Surges/day: 3/2

Speed: 6 squares, Languages: Common, Elven
Action Point: 1
Power Points: 2

Powers:
Energizing Strike, Ire Strike, Taste of Life
Surefooted Stride, Ardent Surge, Second Wind, Sympathetic Agony, Blood Drinker
Lingering Fury, Brooch of Shielding, Onyx Dog

Notable Effects:
Resist Force 10. Vulnerable Radiant 5
Allies within 5 squares get +2 to Diplomacy, Intimidate and +1 to OA damage rolls.
Gains regeneration 4 if bloodied.
Merri has DR3 vs. enemies she hits w/ ki focus. [/sblock]
 

As the exploding frozen zombie covers Ignus you can almost see as he begins to question the choices that got him to this point. Ignus manages to draw and drink a potion before feebly tossing a dagger across the room at the zombie. Ignus manages to shake off the worst of the chill as the potion does its work.
[sblock=Actions]
Start of Turn:

Move Action: Draw a potion

Minor Action: Drink a potion (+10 HP, -1 Surges leaving me with 5)

Standard Action: Throw Dagger vs. CB1 (1d20+8=12, 1d4+5=7)

Free Action: Iron Flurry of Blows on CB2 (7 Damage and cannot shift until SoNT)

End of Turn:Save vs. Slowed (1d20=17)
[/sblock]
[sblock=Stats]
Ignus – Male Kobold Monk 1
PC:Ignus Ironbrand (Rapida) - L4W Wiki

Initiative: +4, Speed: 6 Passive Perception: 11, Passive Insight: 11

AC: 17, Fort: 14, Reflex: 15, Will: 12

HP: 15/28, Bloodied: 14 , Surge Value: 7, Surges Left: 5/10

Action Points: 0

OA Basic Melee Attack: +5 Melee Basic Attack (Monk Unarmed Strike) 1d8+2 Damage

Powers At-Will Powers:Crane's Wings, Steel Wind, Shifty

Encounter Powers: Stinging Nettles, Shadow Step, Second Wind

Daily Powers: Lashing Rain
[/sblock]
 

[sblock=DM notes: please ignore]
The party kills one of the zombies. It explodes sending ice shards everywhere. Merri manages to dodge them, but Ignus and Graven aren't so lucky. After killing the zombie, Graven teleports to the location of the other zombie. The zombie turns and slams his fist into the construct. Graven finds he can't move. Eva was not hit, but the cold is taking its toll on her. She feels too week to move. If the zombie isn't killed soon the wizard will fall.

[sblock=mechanics]
Heros Turn
Eva: -10 from aura and extra damage, second wind, 6/8 surges, and she has +2 all defenses USNT Eva, fails save, -5 extra cold
Ignus: -5 aura, takes 7 damage from explosion, slowed (save ends), drink potion for 10, -1 healing surge, save vs both conditions
Merri: -3 damage from aura, miss
Graven: takes 10 damage, kills CB2, takes 7 damage form explosion, slowed (save ends), gain 10 thp, AofS CB1, save vs both effects, active Guardian Blade

Total Damage to Enemy:
CB2: DEAD

Baddies turn:

CB1
movement: none
attack: Slam attack: 1d20+11 vs Graven AC: for 1d6+4 = (Hit 20) for 7


Note 1: At the beginning of next turn all allies except Ignus take 5 cold damage from aura

Note 2: Eva and Graven both are immobilized until
the end of the chillborn zombie’s next turn and takes ongoing 5
cold damage (save ends): if you fail at the end of your turn to save vs immobilized you take an additional 5 cold damage (see Ice Reaper Power)


Total Damage to Allies:
Eva: hit for 9 (minus shield Interupt), immob (save ends)
Graven: hit for 10 (minus shield Interupt), immob (save ends): CB1 takes 4 force damage

[/sblock]

[sblock=Stats]
Palyers
Eva: Bloodied, immob (save ends)
AC:18, Fort:14, Reflex:17, Will:15 -- Speed:7
HP:9/32 THP: 0 Surges left:6/8 AP: 0

Ignus
AC: 17, Fort: 14, Reflex: 15, Will: 12
HP:10/28 THP 0 6/10 Action Points: 1

Merri:
AC 18 For: 15 Ref: 16 Will: 18
HP: 24/34 Temp 1 Surges/day: 3 AP: 0

Graven:
AC: 18, For: 15 Ref: 15 Will: 14
+2 saves against ongoing damage
HP: 3/40 THP: 10 Surges 7/11 AP: 0

Enemies:
Saxon[/COLORDEAD
ZM2DEADZM3DEADZM4[/COLORDEAD
Z1DEAD
Z2DEAD
Z3DEAD
Z4DEAD
CB2DEAD
CB167/71

[/sblock]

[sblock=Enemies]

Zombie Minion
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.
Zombie Weakness
Any critical hit to the zombie reduces it to 0 hit points instantly.

Chilborn Zombies
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.

Saxon the Priest
HP 82; Bloodied 41
AC 22; Fortitude 19, Reflex 21, Will 21 AP 1
Saving Throws +5 against charm eff ects
Speed 6; see also fey step
mSpear (standard; at-will) ✦ Weapon

+10 vs. AC; 1d8 + 1 damage, and the target is slowed until the
end of Saxon's next turn.

R Binding Force (standard; at-will)
Ranged 10; +12 vs. Reflex; 1d8 + 3 damage, and the target is
immobilized until the end of Saxon's next turn.

R Necroitic Pulse (standard; at-will) ✦ Necrotic
Ranged 10; +12 vs. Reflex; 1d8 + 2 damage, and the target slides
up to 3 squares.

C Dazzling Blast (standard; recharge ⚄ ⚅ ) ✦ Necrotic
Close blast 3; +9 vs. Will; 2d6 + 3 necrotic damage, and the
target is blinded until the end of Saxon's next turn.

Teleport Step (move; encounter) ✦ Teleportation
Saxon can teleport 5 squares.
Alignment evil Languages Common, demonic
Skills Arcana +16, History +16, Nature +10
Equipment robes
[/sblock]

[sblock=map]
map
[/sblock]
[/sblock]
 
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The party kills one of the zombies. It explodes sending ice shards everywhere. Merri manages to dodge them, but Ignus and Graven aren't so lucky. After killing the zombie, Graven teleports to the location of the other zombie. The zombie turns and slams his fist into the construct. Graven finds he can't move. Eva was not hit, but the cold is taking its toll on her. She feels too week to move. If the zombie isn't killed soon the wizard will fall.

[sblock=mechanics]
Heros Turn
Eva: -10 from aura and extra damage, second wind, 6/8 surges, and she has +2 all defenses USNT Eva, fails save, -5 extra cold
Ignus: -5 aura, takes 7 damage from explosion, slowed (save ends), drink potion for 10, -1 healing surge, save vs both conditions
Merri: -3 damage from aura, miss
Graven: takes 10 damage, kills CB2, takes 7 damage form explosion, slowed (save ends), gain 10 thp, AofS CB1, save vs both effects, active Guardian Blade

Total Damage to Enemy:
CB2: DEAD
CB1: -4

Baddies turn:

CB1
movement: none
attack: Slam attack: 1d20+11 vs Graven AC: for 1d6+4 = (Hit 20) for 7


Note 1: At the beginning of next turn all allies except Ignus take 5 cold damage from aura

Note 2: Eva and Graven both are immobilized until
the end of the chillborn zombie’s next turn and takes ongoing 5
cold damage (save ends): if you fail at the end of your turn to save vs immobilized you take an additional 5 cold damage (see Ice Reaper Power)


Total Damage to Allies:
Eva: -15
Graven: -17
Ignus: -12
Merri: -3

[/sblock]

[sblock=Stats]
Palyers
Eva: Bloodied, immob (save ends)
AC:18, Fort:14, Reflex:17, Will:15 -- Speed:7
HP:9/32 THP: 0 Surges left:6/8 AP: 0

Ignus Bloodied
AC: 17, Fort: 14, Reflex: 15, Will: 12
HP:15/28 THP 0 5/10 Action Points: 1

Merri:
AC 18 For: 15 Ref: 16 Will: 18
HP: 24/34 Temp 1 Surges/day: 3 AP: 0

Graven: Bloodied and Immob (save ends)
AC: 18, For: 15 Ref: 15 Will: 14
+2 saves against ongoing damage
HP: 10/40 THP: 3 Surges 7/11 AP: 0

Enemies:
Saxon DEAD
ZM2 DEAD
ZM3 DEAD
ZM4 DEAD
Z1 DEAD
Z2 DEAD
Z3 DEAD
Z4 DEAD
CB2 DEAD
CB1 67/71

[/sblock]

[sblock=Enemies]

Zombie Minion
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.
Zombie Weakness
Any critical hit to the zombie reduces it to 0 hit points instantly.

Chilborn Zombies
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.

Saxon the Priest
HP 82; Bloodied 41
AC 22; Fortitude 19, Reflex 21, Will 21 AP 1
Saving Throws +5 against charm eff ects
Speed 6; see also fey step
mSpear (standard; at-will) ✦ Weapon

+10 vs. AC; 1d8 + 1 damage, and the target is slowed until the
end of Saxon's next turn.

R Binding Force (standard; at-will)
Ranged 10; +12 vs. Reflex; 1d8 + 3 damage, and the target is
immobilized until the end of Saxon's next turn.

R Necroitic Pulse (standard; at-will) ✦ Necrotic
Ranged 10; +12 vs. Reflex; 1d8 + 2 damage, and the target slides
up to 3 squares.

C Dazzling Blast (standard; recharge ⚄ ⚅ ) ✦ Necrotic
Close blast 3; +9 vs. Will; 2d6 + 3 necrotic damage, and the
target is blinded until the end of Saxon's next turn.

Teleport Step (move; encounter) ✦ Teleportation
Saxon can teleport 5 squares.
Alignment evil Languages Common, demonic
Skills Arcana +16, History +16, Nature +10
Equipment robes
[/sblock]

[sblock=map]
map
[/sblock]

GM: It's the party's turn
 
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