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Trial of Echoed Souls 4e - Rhuarc
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<blockquote data-quote="Primitive Screwhead" data-source="post: 5230662" data-attributes="member: 20805"><p>Just followup on my game, last session the team went through the Hallows encounter. Below is a tweaked version, adjusted due to a mistake I made with using the Ghouls as written.</p><p></p><p>My group chose the limited invisibilty option and kinda stealthed there way through.. kinda. It didn't work out exactly as they planned <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Note: My group has 7 PCs and 3 Leaders.. so my encounter build is a bit heavy.</p><p></p><p>Hallows:</p><p></p><p>[SBLOCK]</p><p></p><p>The entire Hallows is surrounded by twin Magic Circles. The outer ring blocks all creatures of 15th level or lower.. </p><p>which means that the PCs can push through the circle and take 25 force damage. Doing this will break the circle.</p><p></p><p> The inner ring blocks all undead creatures of 20th level and lower and the PCs can pass it uninterupted. They can also break that circle if they want.</p><p></p><p></p><p>Rhuarc is seen racing to a center mauseleum, trying to reach what appears to be the torch on a coffin that is 80 squares in.</p><p> Hungry ghouls suddenly block his path and he diverts to a </p><p>nearby mauseluem. He moves through the mausoleum doors and closes them on the hungry ghouls that chase him there.</p><p></p><p> The mauseluem he enters is 60 squares away from the nearest edge of the magic circle.</p><p></p><p>Then to make it interesting:</p><p></p><p>The PC's will be able to see roiling Insanity Mist geysers, 10 of them spouting each turn in a random location</p><p> I used small d6's and tossed them into the battlefield. Each turn a geyser got incremented until it reached '6' on the dice, when it exploded. I re-rolled the d6's into empty areas of the battlefield after it blew... with results of a '6' going off right away.</p><p></p><p>The other thing to add to the entertainment is to give the PCs the option of using a ritual that does one of the following things for the encounter:</p><p>1> Limited Invisibility to undead, the PCs are invisible to any undead further than 10 squares away for the duration of the encounter.</p><p>2> Divine protection, the PCs get temp hit points equal to the ritual casters religion check</p><p>3> Divine vengeance, the PCs gain a the following power: At will immediate interupt, when hit by a melee attack the PC may make a melee basic attack. This attack deals radiant damage</p><p></p><p>Enemies:</p><p> 9 Abyssal Ghouls, modded to inflict Slow instead of Paralyse</p><p> 3 Wight Life Eaters (upleveled to 14th)</p><p> 1 Charnal Hound</p><p> 2 Wailing Ghosts (Banshees)</p><p></p><p></p><p>Insanity Mist Geyser Level 18 Blaster</p><p>Hazard XP 400</p><p>A geyser of necrotic energy explodes from the ground.</p><p>Hazard: The geyser becomes active when triggered.</p><p>Thereafter, it attacks every round on its initiative.</p><p>Perception</p><p>✦ DC 31: The character detects the geyser before moving</p><p>within 6 squares of it.</p><p>Additional Skill: Religion or Dungeoneering</p><p>✦ DC 27: The character recognizes the danger of the geyser</p><p>before moving within 6 squares of it.</p><p>Initiative +3</p><p>Trigger</p><p>The geyser rolls initiative when one or more characters move</p><p>within 6 squares of it.</p><p>Attack</p><p>Standard Action Close burst 3</p><p>Targets: Creatures in burst</p><p>Attack: +14 vs. Reflex</p><p>Special: Undead within the burst gain 10 temp hit points and deal an additional +1D6 poison damage on their next melee attack.</p><p>Hit: 3D10+ 6 necrotic and poison damage and followup.</p><p>Followup: +12 vs. Fortitude.</p><p>Hit: Dazed (save ends).</p><p>Miss: Half damage.</p><p></p><p></p><p>Countermeasure</p><p>✦ A character in the burst can minimize the damage of</p><p>the geyser with a DC 26 Acrobatics check made as an</p><p>immediate interrupt before the geyser’s attack. With a</p><p>successful check, the character takes half damage if the</p><p>geyser hits and no damage if it misses.</p><p></p><p></p><p>[/SBLOCK]</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 5230662, member: 20805"] Just followup on my game, last session the team went through the Hallows encounter. Below is a tweaked version, adjusted due to a mistake I made with using the Ghouls as written. My group chose the limited invisibilty option and kinda stealthed there way through.. kinda. It didn't work out exactly as they planned :) Note: My group has 7 PCs and 3 Leaders.. so my encounter build is a bit heavy. Hallows: [SBLOCK] The entire Hallows is surrounded by twin Magic Circles. The outer ring blocks all creatures of 15th level or lower.. which means that the PCs can push through the circle and take 25 force damage. Doing this will break the circle. The inner ring blocks all undead creatures of 20th level and lower and the PCs can pass it uninterupted. They can also break that circle if they want. Rhuarc is seen racing to a center mauseleum, trying to reach what appears to be the torch on a coffin that is 80 squares in. Hungry ghouls suddenly block his path and he diverts to a nearby mauseluem. He moves through the mausoleum doors and closes them on the hungry ghouls that chase him there. The mauseluem he enters is 60 squares away from the nearest edge of the magic circle. Then to make it interesting: The PC's will be able to see roiling Insanity Mist geysers, 10 of them spouting each turn in a random location I used small d6's and tossed them into the battlefield. Each turn a geyser got incremented until it reached '6' on the dice, when it exploded. I re-rolled the d6's into empty areas of the battlefield after it blew... with results of a '6' going off right away. The other thing to add to the entertainment is to give the PCs the option of using a ritual that does one of the following things for the encounter: 1> Limited Invisibility to undead, the PCs are invisible to any undead further than 10 squares away for the duration of the encounter. 2> Divine protection, the PCs get temp hit points equal to the ritual casters religion check 3> Divine vengeance, the PCs gain a the following power: At will immediate interupt, when hit by a melee attack the PC may make a melee basic attack. This attack deals radiant damage Enemies: 9 Abyssal Ghouls, modded to inflict Slow instead of Paralyse 3 Wight Life Eaters (upleveled to 14th) 1 Charnal Hound 2 Wailing Ghosts (Banshees) Insanity Mist Geyser Level 18 Blaster Hazard XP 400 A geyser of necrotic energy explodes from the ground. Hazard: The geyser becomes active when triggered. Thereafter, it attacks every round on its initiative. Perception ✦ DC 31: The character detects the geyser before moving within 6 squares of it. Additional Skill: Religion or Dungeoneering ✦ DC 27: The character recognizes the danger of the geyser before moving within 6 squares of it. Initiative +3 Trigger The geyser rolls initiative when one or more characters move within 6 squares of it. Attack Standard Action Close burst 3 Targets: Creatures in burst Attack: +14 vs. Reflex Special: Undead within the burst gain 10 temp hit points and deal an additional +1D6 poison damage on their next melee attack. Hit: 3D10+ 6 necrotic and poison damage and followup. Followup: +12 vs. Fortitude. Hit: Dazed (save ends). Miss: Half damage. Countermeasure ✦ A character in the burst can minimize the damage of the geyser with a DC 26 Acrobatics check made as an immediate interrupt before the geyser’s attack. With a successful check, the character takes half damage if the geyser hits and no damage if it misses. [/SBLOCK] [/QUOTE]
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