PDA

View Full Version : Group 3, Adventure 3


Pages : [1] 2

Shiz
2nd September 2008, 11:36 AM
Continue here.

Asharad
2nd September 2008, 11:38 AM
Hold off healing me (which I appreciate) until I open this chest.

No reason to fix me up only to have me explode or get gassed or poisoned or whatever.

Lycos
2nd September 2008, 11:42 AM
I'll be standing behind Fandango giving him plenty of room ( 3 - 5' away). I don't need to watch too closely. He's the pro. *snicker* :mrgreen:

Shiz
2nd September 2008, 11:52 AM
Trask is standing at 3 o'clock if the chest is the center of the clock.

EricStratton
2nd September 2008, 12:20 PM
Amaril would like to make both a History (+11) check and an Arcana (+11) check on the items and chest.

ETA: If we're putting the chest in the middle of the room, Amaril will go back into the hallway after making this checks. So H5.

If we're leaving the chest at B8, he'll stand at E4.

Sagar
2nd September 2008, 12:20 PM
Well, I am sure Fandango is pleased by the show of support, but when this thing goes boom...

But there's no boom today. Boom tomorrow. There's always a boom tomorrow.

Instead of a boom, or hiss, or ouch.. there is an open box. And in that box is a bunch of gold. And a dagger. And a rod.

Sagar
2nd September 2008, 12:26 PM
Amaril would like to make both a History (+11) check and an Arcana (+11) check on the items and chest.

ETA: If we're putting the chest in the middle of the room, Amaril will go back into the hallway after making this checks. So H5.

If we're leaving the chest at B8, he'll stand at E4.

The chest is just a very well made and well preserved chest - you estimate it to be well over 100 years old. The objects seem to be caps of some type. The remind you of religous items and the etchings seem to be religious.

After a bit of reflection, (14+4 vs DC 15), you realize that these are ceremonial caps of the kind used to extinguish ritual candles. They markings on the caps seem to refer to Pelor.

Asharad
2nd September 2008, 12:30 PM
Whew!

I suggest we retreat to an easily defensible position, rest up and figure out if any of this stuff (including the dagger) are magic.

EricStratton
2nd September 2008, 12:45 PM
After a bit of reflection, (14+4 vs DC 15), you realize that these are ceremonial caps of the kind used to extinguish ritual candles. They markings on the caps seem to refer to Pelor.
I'm guessing this was the Religion check you just knew I was going to make. You're so on this!

EricStratton
2nd September 2008, 12:46 PM
And in that box is a bunch of gold. And a dagger. And a rod.
I'll make History (+11), Arcana (+11), and I guess Religion (+4) checks on these as well. Yeah, sure include the gold. You never know.

Lycos
2nd September 2008, 12:48 PM
Yeah, sounds good to me.

I will also make a check on the ceremonial caps with my Religion skill (+5).

EricStratton
2nd September 2008, 12:52 PM
Just to recap, we found a tome (that contained Water Walk 2) and a chest (in it is gold (how much?), a dagger, and a rod) while searching the whole room.

Then in the hole we found two caps (used to extinguish candles) whose markings refer to Pelor.

So this used to be a church or something?

Shiz
2nd September 2008, 12:56 PM
Did you make your Obvious check to figure that out?

Yeah let's boogie back to the sunlight, count the money and rest.

Lycos
2nd September 2008, 12:57 PM
Then in the hole we found two caps (used to extinguish candles) whose markings refer to Pelor.

So this used to be a church or something?

I thought it was described as a storage area of some kind. Since these caps are made of an expensive metal they might have been stashed here to protect them.

Since Pelor is my god, I am hoping that I can shed some light on the caps.

EricStratton
2nd September 2008, 01:18 PM
Did you make your Obvious check to figure that out?
Will whoever peed in Shiz's oat bran and prunes this morning please see me after class.

Shiz
2nd September 2008, 01:23 PM
Trask is clearly comingout of his shell with this grouup a little bit.

Lycos
2nd September 2008, 01:39 PM
Can I try and heal Fandango's "Rogue Disease" now??

Shiz
2nd September 2008, 01:51 PM
Disease in 4E doesn't work like that. There is no "cure disease"
spell. The character rolls against a DC check with Endurance as the mod (plus a Heal mod if being actively tended to). If you beat the DC, then you get better. If you don't you get worse or stay stable. Diseases have 3 or 4 levels, from mild debuffs to permanent debuffs to death.

Lycos
2nd September 2008, 01:53 PM
Disease in 4E doesn't work like that. There is no "cure disease"
spell. The character rolls against a DC check with Endurance as the mod (plus a Heal mod if being actively tended to). If you beat the DC, then you get better. If you don't you get worse or stay stable. Diseases have 3 or 4 levels, from mild debuffs to permanent debuffs to death.

;( Awww, what fun is that???

*shrug* :D

EricStratton
2nd September 2008, 02:01 PM
Up to 2 ppl can help w/ the role, right? I seem to remember reading that somewhere. Who's got the highest three Heal skills? Amaril's is a whopping +0.

Sagar
2nd September 2008, 02:13 PM
The group heads back to the entrance to the entrance to the dungeon (do you go outside or stay in?).

Trask has better healing, but if he and Baladir work together, they add +2 to the roll.

Dr. Trask tells Fandango to relax and rest while he and Nurse Baladir whip up a tonic. Fandango requests that the tonic include lots of alcohol.. for medicinal purposes, of course.

And the dynamic duo pour over their concoction, Amaril studies the items found. There are 180 gold in the chest. Your historical knowledge (16+11 vs DC 20) identifies the mint marks to be at least 200 years old. Probably closer to 300 or even older.

Amaril's arcane knowledge (14+11 vs DC 20) reveals the rod is a +1 Solar Rod. It provides +1 hit / damage to all spells that use an implement. In addition, it is a rechargable sunrod. With exposure to light, it absorbs charges of light (each half-day in the sun = 2 hour charge of light as a sunrod). It can hold 10 charges, max. There are 2 charges in it now.

The dagger is a bit of a mystery. You realize (4+11 vs DC 15 / 20) that it is a minor magical weapon (+1 hit / damage) and you know it has some other beneficial use, but you can't tell exactly what it is.

By the time you finish all this, the mad brewsters have finished and proudly hand Fandango their potion. "This will fix what ails you", Trask proclaims cheerily. "If it doesn't kill you," Baladir adds mischieviously.
After drinking the vile liquid, Fandango thinks Baladir may have been closer to the truth.

Baladir examines the caps (19+5 vs DC 20) and determines that these caps are candle snuffers. They are used, as Amaril thought, to extinguish ritual tapers. This pair is somewhat extraordinary, though. It has symbols from at least 6 different religions on it.

Brunhilde keeps watch while the brainy types do their cypherin'.

You rest. The sun moves across the sky. The shadows lengthen. Nothing moves but the wind and your idle thoughts.

Fandango sleeps.

Fandango awakens.

Fandango feels MUCH better (9+2+13 vs DC whatever it was).

You are all fully rested. You have full surges now. Daily powers have reset. You all have 1 action point.

Fandango gains 50 xp for picking the lock and accurately identifying that there wasn't a trap.
Amaril gains 100 xp for figuring out the caps and the rod and part of the dagger and for identifying the coins.
Baladir and Trask get 25 xp for healing Fandango.
Baladir gets 50 additional xp for figuring out the snuffers.

Sagar
2nd September 2008, 02:15 PM
Then in the hole we found two caps (used to extinguish candles) whose markings refer to Pelor.

So this used to be a church or something?

I ALMOST took away 25 xp for this. I mean, the map even says "Buried Temple #)

Duh!

:lowrazz:

Lycos
2nd September 2008, 02:19 PM
I vote for outside.

I am assuming that it is a typo for Fandango to get xp for healing himself. Should be Trask I assume.

Shiz
2nd September 2008, 02:19 PM
Rat exp? Did I miss that?

Trask will take a "stab" at the dagger with his Arcana (+5) with a little Perception thrown in!

As far as the loot goes, I propose

Trask: Ritual Book
Fandango: Dagger ("You throw it, your loss!")
Baladir: silver things
Amaril: Rod (since all his spells are "implement" tagged)
Brunhilde: 180gp

I am willing to swap with Amaril if he wants since I have "implement" spells too, but it would be reluctantly given that it is a sun rod and I worship the moon goddess.

Lycos
2nd September 2008, 02:20 PM
I ALMOST took away 25 xp for this. I mean, the map even says "Buried Temple #)

Duh!

:lowrazz:

Hey! We're LEVEL 1.

We're allowed some duh moments. :roll:

Sagar
2nd September 2008, 02:26 PM
Rat exp? Did I miss that?

Apparently, I started typing a response in the old thread but deleted it when the new thread started and didn't realize I never reposted that.

You got 115 xp each from the rat fight.

Asharad
2nd September 2008, 02:39 PM
I promise not to throw the magical dagger of whatever.

Although I think that magical items which are thrown (shurikens/daggers) automatically return after their use. Which, if it is the case, means I am throwing that thing like mad. (i shall research this)

Asharad
2nd September 2008, 02:40 PM
Also,everyone else please feel free to look at my nifty new dagger.

Shiz
2nd September 2008, 02:45 PM
EXP update:

Amaril: 910xp, spells updated for +1 rod
Baladir: 885xp, removed longsword
Brunhilde: 810xp, 280gp
Fandang0: 860xp, melee dagger attack updated for +1
Trask: 885xp

I did not upload them again here, but you should all have access and can save the pdf where you want.

EricStratton
2nd September 2008, 02:47 PM
Hey! We're LEVEL 1.

We're allowed some duh moments. :roll:
No, no, they are right to mock me. I can't believe I forgot the number of underground churches I've been to in my life. And I obviously failed my History roll to remember that Palor was once called "The Benevolent Tunneler". :roll:

Asharad
2nd September 2008, 02:55 PM
Fandang0: 860xp, melee dagger attack updated for +1

Fandango's Dagger of Pure Awesomeness is +1 to attack AND damage (and something else)! Don't sell FDPA short!

(just kidding, thanks for keeping track)

(I mean, I'm not actually kidding about the dagger, it's Pure Awesome)

Shiz
2nd September 2008, 03:00 PM
I added +1 to the dmg number as well, I thought. The +1 to hit went in the ENH column.

Sagar
2nd September 2008, 03:07 PM
So what next?

Amaril, are you going to equip and use the new rod?
Fandango, are you going to equip and use the new dagger?

Are you all going back to explore the east corridor?

Lycos
2nd September 2008, 03:08 PM
Are you all going back to explore the east corridor?

Heck Yeah! :mrgreen:

EricStratton
2nd September 2008, 03:13 PM
Amaril, are you going to equip and use the new rod?
Can I have my longsword in one hand and Rod in the other? If not, I'll just equip the Rod.

Are you all going back to explore the east corridor?
Yes!

Asharad
2nd September 2008, 03:15 PM
Fandango, are you going to equip and use the new dagger?

heck yeah. It's my new primary melee stabber.

Shiz
2nd September 2008, 03:25 PM
I think it is fair to assume we head back in (is it dusk now, 2 days after the festival?) and regroup at the T before we head east.

Could you describe what we see again? I recall something about columns.

DinbinFanfoom
2nd September 2008, 03:31 PM
Loot Distribution: Brunhilde is happy with that. She doesn't need/trust/want wands. She's interested to see if there is any special effect on Fandago's dagger, too.

Onward-Upward: Brun will take point the party wants, or if Fandago is our sneak of choice, he can.

Sagar
2nd September 2008, 03:37 PM
It's now an hour or so before dusk.

Amaril has his new rod in one hand and his sword in the other.
Fandango has his new DOPA ready to go.
The party moves back to the T-intersection and looks east.

About 20' down the corridor, there are two columns - one on the north wall and one on the south. The corridor narrows down to about 5' wide between them. The columns are built partially into the wall so you can't go around them. Even from this distance, Brunhilde notices (natural 20) that there are runes carved into floor between the columns. There are also runes or something carved into the columns but you can't tell what they are from this distance.

http://www.primeaxiom.com/rpgt/scene.asp?ID=kv54hezjg8i23quryomur6mn8fdhytkxqh1ft rpxt9z3ksdbax5d4om8r4e1itt9

What are you using for light? (Amaril's rod gained a charge while you were outside)

Lycos
2nd September 2008, 03:57 PM
I whisper to Brunhilde, "Perfect ambush spot".

*Baladir pulls out his broadsword and shield*

Should we have the scout check for traps, etc?

EricStratton
2nd September 2008, 04:01 PM
What are you using for light? (Amaril's rod gained a charge while you were outside)
I might as well go ahead and fire up the rod. How far does this thing's light extend?

I'll make an Arcana (+11) roll against the runes on the floor/columns. Assuming I can see them (FYI I do have low light vision).

Shiz
2nd September 2008, 04:09 PM
*Baladir pulls out his broadsword and shield*


Now it's a broadsword? :floored:

Trask is intrigued by the runes. He will get close enough for an arcana check. You coming Amaril?

If I spend 10 minutes casting my Comprehend Languages ritual (assuming you let me assume I had the necessary components for one casting), will I be able to read them? I would suspect so from the description.

I do not, however, know of any 4E spell or power to deactivate magic.

Lycos
2nd September 2008, 04:11 PM
Now it's a broadsword? :floored:

Ok, ok, it was a typo. :roll: A bastard sword.

Rough crowd today. :lowrazz:

EricStratton
2nd September 2008, 04:33 PM
Trask is intrigued by the runes. He will get close enough for an arcana check. You coming Amaril?
Yes, he'll come w/.

Asharad
2nd September 2008, 05:09 PM
Look for traps too, I'll do that as well.

I'd also recommended throwing something between the pillars rather than just walking through. A coin or something.

Sagar
2nd September 2008, 05:15 PM
The light is as from a sunrod, but I don't remember what that is offhand.

Studing the runes, you see what appear to be two sets. The smaller runes are obviously (16+11 arcana) a spell with components of heat, cold, and radiant energies. You can't tell what the trigger is, but it while it seems to have a contact component, it does not have a spacial component. Those runes are arcane.

There are larger, simpler runes of a type still occasionally used and they are numerals. They are, right to left, 1 1 2 3.

Trask (perception 5+11) notices runes on the columns. There are 3 on the left column and 3 on the right one. They are about 5' off the ground and each is in a flat depression in the column. It's easy to see that these runes are also numbers and they are 1 2 3 4 5 6.

Approximately 20' past the columns, you see that the corridor comes to an end at a door.

DinbinFanfoom
2nd September 2008, 05:17 PM
Since Brun can't contribute much aside from the ability to get hit by any potential traps, she'll hang back until she's told she can proceed. She wouldn't be one to figure out the "puzzle" either, so she harumphs and taps her foot.

EricStratton
2nd September 2008, 05:25 PM
With Amaril's superior intelligence he laughs and proclaims that the answer is quite obviously "5".

ETA: He'll also give Brun a good head patting while he's basking in his own brilliance. Although that could be the brilliance of the Solar Rod....

Lycos
2nd September 2008, 05:27 PM
I'm doing what Brun is doing.

Harumpf! *tap tap tap tap* :mrgreen:

Asharad
2nd September 2008, 05:34 PM
You can't tell what the trigger is, but it while it seems to have a contact component, it does not have a spacial component.

I'm not sure what this means.

It's a trap that casts a spell?

Do the runes on the pillars match up to the runes on the candle thingies we found?

EricStratton
2nd September 2008, 05:38 PM
The light is as from a sunrod, but I don't remember what that is offhand.
Ok. Found it for sunrods.

This minor magic item sheds bright light to
a radius of 20 squares for 4 hours before burning out.
So 100'? That's a powerful light source. If there's anything down past the columns...well, it can see us.

Lycos
2nd September 2008, 05:40 PM
Using my average intelligence, it sounds like a glyph of some sort. I would assume that the numbers are a sequence. The problem is that we don't know if we read it in the correct sequence or not?

Lycos
2nd September 2008, 05:43 PM
So 100'? That's a powerful light source. If there's anything down past the columns...well, it can see us.

I doubt it with this protection in place. Should we try tossing something between the pillars.

*goes to grab a rat carcass*

"Stand back while I try this out"

*waits for everyone to clear out, and from 20' away tosses the rat carcass through the pillars*

/ooc If I miss, I continue trying until I make the field goal. :mrgreen:

Shiz
2nd September 2008, 06:04 PM
/em waits expectantly to see what happens to the rat carcass.

Do the 1 2 3 4 5 6 go up the columns or down the columns? Is the sequence on both sides n the same order? Is it


1 - 1 - 2 - 3
1----------1
2----------2
3----------3
4----------4
5----------5
6----------6

?

Am I making too much of this?

EricStratton
2nd September 2008, 06:04 PM
Using my average intelligence, it sounds like a glyph of some sort. I would assume that the numbers are a sequence. The problem is that we don't know if we read it in the correct sequence or not?
Since we believe these smaller runes have a contact component, I'm guessing we need to touch something. The runes on the columns are each in a flat depression. Sounds like a button maybe.

Now originally Amaril was thinking that the larger runes said:

1 1 2 3

The obvious (to him) next number in the sequence would be 5.

Rereading the description of the runes, though, it was described to us that the larger runes are from right to left. So I'm guessing we see them as:

3 2 1 1

It's still possible that the column rune we need to touch is 5. But now I'm not as positive. Unless, of course, right to left is how people in this world read....

EricStratton
2nd September 2008, 06:05 PM
I doubt it with this protection in place.
Room description says we can see a door at the end of the corridor. So no, you're probably right. Unless it's shining under the doorway....

Should we try tossing something between the pillars.
Definitely.

DinbinFanfoom
2nd September 2008, 06:09 PM
Brunhilde hefts Fandango and prepares to toss him down the hall.

"... Vat?"

Asharad
2nd September 2008, 06:25 PM
A rat carcass is a better idea than my original coin idea.

Biological material and all.

Shiz
2nd September 2008, 07:08 PM
I also want to examine the candle snuffers again and see if there are any clues to the columns.

Sagar
2nd September 2008, 07:20 PM
Giant rat carcass (small) or dire rat carcass (medium)?

And do you chuck it as hard as you can? Aim for some spot? Try to slide it across the runes?

You could probably throw the giant rat 25-30 feet with a good heave.
The dire rat, though.. 15 feet max. Throwing dead, floppy weight like that is hard.

The numbers 1, 3, 5 are on the south pillar. The number 2, 4, 6 are on the north pillar.

EricStratton
2nd September 2008, 07:24 PM
Giant rat carcass (small) or dire rat carcass (medium)?

And do you chuck it as hard as you can? Aim for some spot? Try to slide it across the runes?

You could probably throw the giant rat 25-30 feet with a good heave.
The dire rat, though.. 15 feet max. Throwing dead, floppy weight like that is hard.
Amaril takes a small step back. "Uh...this is getting complex."

Sagar
2nd September 2008, 07:39 PM
Amaril takes a small step back. "Uh...this is getting complex."

And smelly.

Those corpses aren't getting any younger, you know.

Asharad
2nd September 2008, 08:15 PM
The obvious answer is that we touch the small runes in the same sequence as the large runes.

But with what? Just our hands?

EricStratton
2nd September 2008, 08:21 PM
The obvious answer is that we touch the small runes in the same sequence as the large runes.

But with what? Just our hands?
"Yes, friend, we could do that. I'm not certain I'd recommend it. Or want to be near you when you try it."

Lycos
2nd September 2008, 09:23 PM
Giant rat carcass (small) or dire rat carcass (medium)?

And do you chuck it as hard as you can? Aim for some spot? Try to slide it across the runes?

You could probably throw the giant rat 25-30 feet with a good heave.
The dire rat, though.. 15 feet max. Throwing dead, floppy weight like that is hard.

The numbers 1, 3, 5 are on the south pillar. The number 2, 4, 6 are on the north pillar.

I'm not picky. Even a smaller rat from the swarm would be fine. I throw it through the opening between the pillars, just as if we passed by them.

Sagar
2nd September 2008, 09:44 PM
Baladir goes into the rat room and comes back with one of the smaller, more rigor mortied giant rats. He pauses at the intersection, whirls around, and tosses the rat (like a hammer toss) down the hallway (19+4 str +4 athletics) and between the columns. It 's an olympian toss to be sure . The rat carcass lands 15 feet past the columns and slides crashingly into the door on the far end, spraying rat parts all over the end of the hallway and knocking the door somewhat ajar.

(Un?)fortunately, nothing happened as the rat flew between the columns.

But it was an impressive toss nonetheless. Definately the kind of feat you'll hear about at your retirement party grilling. :p

EricStratton
2nd September 2008, 09:48 PM
Greeeeeat. So now either we send one of you through or we try to figure out the numbers.

Lycos
2nd September 2008, 10:13 PM
Queen pops into my head...

I am the champion... I am the champion!

Lycos
2nd September 2008, 10:14 PM
"Well, I guess those pillars aren't protecting much then."

The pillars might do something else. I think the brainiacs of the group should discuss what our next step is.

Shiz
2nd September 2008, 10:22 PM
Trask walks up and without standing between the columns, puts his hand on 5 and presses. 3 2 1 1 cannot mean anything else.

Sagar
2nd September 2008, 10:36 PM
Trask pushes button 5 and hears an audible click and a brief grinding noise in the floor just passed the columns.

That is all.

Asharad
2nd September 2008, 10:43 PM
F'it.

I'm an acrobat and all.

I'll assume trask has figured it out and walk through the pillars to the other side.

If the floor falls away or something I will attempt to leap back out of danger (+9 to that sort of thing).

If I burst into flame...well, we'll know it's not 5.

Sagar
2nd September 2008, 11:08 PM
You walk through the columns and ..

nada.

You stand on the other side in a totally anticlimatic denoument to this encounter.

It does smell a bit at that end of the hall, though.

EricStratton
2nd September 2008, 11:32 PM
"High fives!"

"Moving on. Someone want to check that door?"

Sagar
3rd September 2008, 08:03 AM
Are you all moving down to the door, then?

DinbinFanfoom
3rd September 2008, 08:34 AM
Brunhilde shrugs.

"Good verk, you schmartypantzes you!"

She walks through the arch and down to the door to examine it, all the while her action-brain is tingling, waiting for something to shoot out of a wall or floor at her (can I ready a leap with athletics skill?).

ooc: safe to say we're all examining the door for anything out of the ordinary.

Shiz
3rd September 2008, 09:00 AM
Fand and I are through the columns and the rest of the party will come through. Trask motions for them to be quiet though. He examines the doors, listens at it and looks under it, but doesn't touch it

Asharad
3rd September 2008, 09:27 AM
Also examining the door.

Sagar
3rd September 2008, 09:47 AM
First off, each of you get 75 XP for getting by that trap. You did so well that you have no idea of all the nasty things that could have happened to you - individually and as a group. C'est la.. ignorance is bliss.
Amaril gets an extra 25 xp for being the first to say the solution.
Trask gets an extra 25 xp for cutting through the chatter and actually implementing the solution.


The door is made of stout wood with iron bands and carvings much like those on the snuffers. That is, the carvings represent 6 different good / neutral gods including Pelor and Sehaine. Through the partially ajar door, you can see a fairly large open room with columns in it. Between the columns are low biers with something on them. You can't tell what just yet. You don't see or hear anything moving in the room.
It does smell a bit, though.

Sagar
3rd September 2008, 09:48 AM
Also examining the door.

It is open about 2 inches. It doesn't appear to be trapped in any way that you can tell.

DinbinFanfoom
3rd September 2008, 09:49 AM
Brun opens the door wide and steps into the threshold.

"It has been too long since I've struck sumpzing. Mime axe is beginning to rust!" she laughs.

Asharad
3rd September 2008, 09:57 AM
I get no exp love for being brave.

You know, I think there may be some lingering remnants of that disease I caught. My back is sorta hurts, I'm not sure if it is an ongoing effect, or what.

Oh hell, nevermind, it's probably just sore from having to carry this ****ing group all the time!

:)

Lycos
3rd September 2008, 10:03 AM
Oh hell, nevermind, it's probably just sore from having to carry this ****ing group all the time!

*rolls his eyes*

Sagar
3rd September 2008, 10:16 AM
As light floods the room, you see an odd sight.

The room appears to be a temple. Certainly it looks to be a holy place.
But instead of pews, you see 6 biers. At the head of the temple, where an altar should be, are two softly glowing ritual tapers (4' tall). The two tapers illuminate what appears to be a silver door covered with runes.

Also in the room are 6 columns (see map
http://www.primeaxiom.com/rpgt/scene.asp?ID=ei15c7ktpzk4bxsfnof7k5r6sbxw1g8d4fz7d gqrhugybe3j5eml8lvfczyfpxwf )

The southeast column has fallen over and seems to be leaning on the door at it's south edge.

There are 3 biers on the right and 3 on the left. Each is about 6'x3'.

Nothing appears to be moving in the room aside from Brunhilde.

Investigating further, you find on the biers:

Bier 1: Centered at E/F 2/3. Contains a partially decomposed humanoid figure. It appears to be dressed as a holy man. Around it's neck is a holy symbol of Sehaine.

Bier 2: Centered at E/F 8/9. Contains the skeletal remains of a humanoid figure. The rags around it are also holy vestments. Around it's neck bone is a holy symbol of Pelar.

Bier 3: Centered at H/I 2/3. The remains here have decayed to bone fragments and dust. There is also a pitted and mis-shapen mass of metal and crystal around where the thing's neck probably was.

Bier 4: Centered at H/I 8/9. Looks almost identical to Bier 3.

Bier 5: Centered at K/L 2/3. This bier contains dust in the outlines of a humanoid figure. Near the neck area is an irregular blob of metal. It looks as though it's been melted.

Bier 6: Centered at K/L 8/9. Pretty much like Bier 5.

Sagar
3rd September 2008, 10:19 AM
I get no exp love for being brave.

You know, I think there may be some lingering remnants of that disease I caught. My back is sorta hurts, I'm not sure if it is an ongoing effect, or what.

Oh hell, nevermind, it's probably just sore from having to carry this ****ing group all the time!

:)

Oh.. thanks for reminding me...

Baladir get's 25 exp for creative non-sexual use of a corpse.

Fandango gets 25 exp for risking life and limb walking across the pit he didn't know was there and no one found.

Brunhilde's time will come...

Asharad
3rd September 2008, 10:25 AM
We should light the biers in the same order as the runes outside the door.

If we can figure out which is which.

DinbinFanfoom
3rd September 2008, 10:27 AM
Brunhilde grunts.

"I am pretty sure za biers are za big stone slabs za bodies are restink on. Zey should not be lighted. Za candles are schnuffable, no?"

ooc: Sagar: You can now place a "bier" as an item/npc, I've uploaded a graphic.

Sagar
3rd September 2008, 10:35 AM
Brunhilde grunts.

"I am pretty sure zees biers are za big stone slabs the za bodies are restink on. Zey should not be lighted. Za candles are snuffable, no?"

ooc: Sagar: You can now place a "bier" as an item/npc, I've uploaded a graphic.

Correct. These are stone biers.

ooc: But I can't place them where they belong. It's not in one square (unless I make the room a LOT bigger.)

Asharad
3rd September 2008, 10:40 AM
Ah ha!

I thought they were lighty things.

I got nothin'

Shiz
3rd September 2008, 10:42 AM
Can you light biers? I think Fandango needs to make a Dictionary check.

Are the tapers magically illuminated or mundanely illuminated? Or, did someone or something light them recently?

I will make a Religion (+5) and Perception (+11) checks on all the biers but staying to the outside of the room for each. I will walk to Bier 5, hugging the north wall and then backtrack to the entrance and walk to Bier 6, once again hugging the south wall.

I want to try and determine the age of the temple from any of the artifacts or markings. I ask Baladir to help me. We will actively compare the snuffers from the rat lair to the biers. If I see any signs of traps, I will enlist Fandango to take a look.

I strongly advise everyone not to touch the biers or the bodies on them and I won't touch anything either, but I will get my face close for good examiniation.

Asharad
3rd September 2008, 10:42 AM
Who lit the candles?

Sagar
3rd September 2008, 11:00 AM
The candle flames cast a radiant blue white light. They do not flicker or vary at all.

Trask examines the biers in the back of the room. They are ornately carved with runes and holy symbols. The vestments on the bodies were rich (at one time) with fantastic designs stitched into them with silver and gold thread. These bodies were definately laid here with great honor and reverence.

You are not sure of how old they are, but you suspect it has been several hundred years at least.

EricStratton
3rd September 2008, 11:07 AM
So the bodies are decomposed more the further East they go? And whatever's around their neck is melted more the further East they go? Fun.

Amaril will make History (+12) and Arcana (+12) checks against the corpses and their necklaces following Trask around as he goes.

Lycos
3rd September 2008, 11:16 AM
I'll make a perception (+2), religion (+5), dungeoneering (+2). I too am going to take a look at the man of Pelor and his bier. I'm looking mostly for writing and symbols.

Sagar
3rd September 2008, 11:20 AM
Amaril checks the biers and their contents. The runes are subtly different than those currently used. The embroderie (sp?) is also of very old designs as is the cut of the cloth. Overall, you get a sense that these are artifacts of an earlier age. You guess they are at least 300 years old.. maybe as much as 500 years.

You also notice that the two intact holy symbols are magical - though the Pelor one is more so than the Sehaine one.

Asharad
3rd September 2008, 11:21 AM
Are there any signs of any other bodies in the room?

I mean the guys on the slabs (cause bier sounds just too cute) were obviously put here, but if opening the door unleashes a torrent of fire, is there anything on the floor of the room to indicate we aren't the first ones to be through here?

Also, I'm not in favor of messing with the dead guys. Not because I am afraid they might stand up but because they were obviously buried here. I'll take their necklaces if they attack me but I feel weird about grave robbing.

DinbinFanfoom
3rd September 2008, 11:22 AM
Brunhilde moves to examine the fallen column.

Sagar
3rd September 2008, 11:24 AM
I'll make a perception (+2), religion (+5), dungeoneering (+2). I too am going to take a look at the man of Pelor and his bier. I'm looking mostly for writing and symbols.

The runes are mostly those for blessings, reverence, and in honor of the person resting on the bier. There is also, you think, an appreciation for the sacrifice the person made in life.

Baladir
Insight: This was obviously a holy priest of Pelor. His symbol is virtually identical to the one you have now. His, however, is obviously magical and, since he doesn't need it any more, it would more good if it were taken back out into the world.

Sagar
3rd September 2008, 11:26 AM
Are there any signs of any other bodies in the room?

I mean the guys on the slabs (cause bier sounds just too cute) were obviously put here, but if opening the door unleashes a torrent of fire, is there anything on the floor of the room to indicate we aren't the first ones to be through here?


Good thought. You search but see no signs whatsoever that anyone else has been here. Nor do you see any signs of scorching on the floor, walls, ceiling or columns.

Sagar
3rd September 2008, 11:30 AM
So the bodies are decomposed more the further East they go? And whatever's around their neck is melted more the further East they go? Fun.

Amaril will make History (+12) and Arcana (+12) checks against the corpses and their necklaces following Trask around as he goes.

Amaril
You notice that the holy symbol of Sehaine seems to be incomplete. It's magic is also curiously subdued.

Checking farther, you notice that there is a place for a gem in the holy symbol. What you assume to be the dusty remains of the old gem seems to be on the stone around the symbol.

I gotta go get some work done.. back at lunch.

Lycos
3rd September 2008, 12:57 PM
Also, I'm not in favor of messing with the dead guys. Not because I am afraid they might stand up but because they were obviously buried here. I'll take their necklaces if they attack me but I feel weird about grave robbing.

Actually, I am getting the feeling that Trask and I were meant to come here and find these items on these priests. There seems to be a reason that Pelor wants me to have this, and Trask should have the one from Sehaine. There is much more to this than us just falling into a hole in the ground.

Baladir starts a non-magical ritual and begins to pray over the dead body. The general prayer is to ask for guidance from Pelor. Also, the prayer will continue with thanks and praise and worship of Pelor. I will continue this in a low volume. In the end, I will ask for Pelor's blessing and reach out for the symbol. If I still feel that it is ok to take the symbol I will. And it seems right that I should leave mine in it's place.

Oh, and I thank the (now dead) priest for his service to Pelor and passing this on to me.

Asharad
3rd September 2008, 01:01 PM
yeah, sorry, I actually meant to amend my previous statement to say something along the lines of "Unless Trask and Baldir feel differently, since these guys played for their team."

Lycos
3rd September 2008, 01:08 PM
yeah, sorry, I actually meant to amend my previous statement to say something along the lines of "Unless Trask and Baldir feel differently, since these guys played for their team."

No problem.

/ooc It's my superior insight that tells me these things. ;) :lowlol:

EricStratton
3rd September 2008, 01:10 PM
About that necklace of Sehaine*, I noticed that the the holy symbol of Sehaine seems to be incomplete. I think that explains why it's magic is more subdued than the one of Pelor.

I also noticed that there is a place for a gem in the holy symbol. It looks like the dusty remains of the previous gem are on the stone around the symbol.

* FYI, in the PHB it's "Sehanine", assuming we're talking about the same deity.

Lycos
3rd September 2008, 01:12 PM
* FYI, in the PHB it's "Sehanine", assuming we're talking about the same deity.

My bad. I guess it's good that it's not my deity. :roll:

Sagar
3rd September 2008, 01:12 PM
Brun goes to check out the column.

It seems to have broken off low to the ground and near the top and tumbled over and against the door. It only hit the door in one little spot but at that spot, the runes are marred and the door is dark. Indeed, at that spot, the door looks like normal stone.

You can tell that the door does not open outward so the column is not blocking it.

Sagar
3rd September 2008, 01:13 PM
* FYI, in the PHB it's "Sehanine", assuming we're talking about the same deity.


Oops. sorry. I had a feeling that I was spelling that wrong.

EricStratton
3rd September 2008, 01:16 PM
Oops. sorry. I had a feeling that I was spelling that wrong.
Don't apologize to me. It's Trask that is going to want to have a word with you. ;)

EricStratton
3rd September 2008, 01:18 PM
Gah, I totally forgot there were runes on that door.

Arcana (+12) check on the runes. Might as well roll History (+12) while I'm at it. Is there a record of ppl securing doors with runes or something like that?

Sagar
3rd September 2008, 01:21 PM
Actually, I am getting the feeling that Trask and I were meant to come here and find these items on these priests. There seems to be a reason that Pelor wants me to have this, and Trask should have the one from Sehaine. There is much more to this than us just falling into a hole in the ground.

Baladir starts a non-magical ritual and begins to pray over the dead body. The general prayer is to ask for guidance from Pelor. Also, the prayer will continue with thanks and praise and worship of Pelor. I will continue this in a low volume. In the end, I will ask for Pelor's blessing and reach out for the symbol. If I still feel that it is ok to take the symbol I will. And it seems right that I should leave mine in it's place.

Oh, and I thank the (now dead) priest for his service to Pelor and passing this on to me.

You feel that you are doing the right thing. The necklace comes to you freely.

You know that you have been given a +1 Holy Symbol of Battle as benefits a Paladin of Pelor.

Sagar
3rd September 2008, 01:23 PM
Gah, I totally forgot there were runes on that door.

Arcana (+12) check on the runes. Might as well roll History (+12) while I'm at it. Is there a record of ppl securing doors with runes or something like that?


Examining the runes (natural 1), you can't make heads nor tails of them. They are highly stylized and much more complex than anything you've seen before.

The door is definately bathed in radiant energy, though.

History wise, you don't have a clue, either.

Shiz
3rd September 2008, 01:31 PM
I will take out one of the moonstones and, without touching the symbol yet, will try and eyeball if it fits. If it looks close, then I will take the symbol gingerly and replace it with my own mundane one so at least the old dead guy has something of Sehanine on him. I will then spend ten minutes praying to Sehanine and thanking her for the sign.

Sagar
3rd September 2008, 01:41 PM
The bigger, nicer moonstone that the racoon took is too big. The small one looks like it would fit nicely.

You swap symbols and feel a sense of rightness. You place the smaller moonstone into the symbol and it snaps into place with an almost audible click. You feel power suffuse the holy symbol and realize it's a +1 Holy Symbol of Healing.

DinbinFanfoom
3rd September 2008, 02:01 PM
Brun thinks that possibly the smash from the column hitting the door de-activated the rune.

"Should I try mashing anozzer vun?" she yells to Trask?

Shiz
3rd September 2008, 02:08 PM
"The other column? You want to knock it down?"

Lycos
3rd September 2008, 02:09 PM
You feel that you are doing the right thing. The necklace comes to you freely.

You know that you have been given a +1 Holy Symbol of Battle as benefits a Paladin of Pelor.


SWWWEEEEETTT! :mrgreen:

EricStratton
3rd September 2008, 02:10 PM
Do we know if the door won't open if we try the knob (or whatever it has)?

Shiz
3rd September 2008, 02:12 PM
Trask, smiling from ear to ear, approaches the doors and examines them, Perception (+11).

DinbinFanfoom
3rd September 2008, 02:25 PM
"The other column? You want to knock it down?"
"No. I mean should I strike vun of za runes on za door, like za column did."

Asharad
3rd September 2008, 02:26 PM
We should at least move the column off of it.

Well, Brun should.

DinbinFanfoom
3rd September 2008, 02:27 PM
"Fine und dandy!" Brun says to Fandango. She spits on her hands and attempts to give the column a shove, to roll it away from the door, if possible. (Brun's Athletics is +9)

Shiz
3rd September 2008, 02:35 PM
To Brun: "I am not a fan of defacing a temple that just blessed myself and Pelor with gifts. Brun, do you think you can push the door open? Don't do anything until I look it over."

Asharad
3rd September 2008, 02:38 PM
I'll check out the door too, with my average perception.

Also, I don't see it as defacing the temple. I mean, the pillar fell over on its own accord. If anything, she is un-defacing it. facing it?

Lycos
3rd September 2008, 02:40 PM
You can tell that the door does not open outward so the column is not blocking it.

I thought the column was not blocking the door like what is stated above. So, we should be able to open the door, right?

Sagar
3rd September 2008, 02:45 PM
Brun easily shifts the column away from the door.

Trask studies the door. There are no hinges, no knobs, no locks.
It is heavily carved with symbols, religious and arcane. The surface of the door glows with a gentle blue/white light. You can easily tell that this is radiant energy.

You do notice, though (per 15+11), that the light and radiant energy don't seem to come from the door. Rather, it seems reflected by the door.

Oh, when you examine the runes, you can't tell what they mean, either.

Shiz
3rd September 2008, 03:04 PM
Can we lift/move the taper stands easily?

Lycos
3rd September 2008, 03:07 PM
Are there any places nearby which the holy symbols might fit into to open this door?

EricStratton
3rd September 2008, 03:16 PM
/ooc How long does Amaril have to wait before he can take another shot at the runes? Natural 1.../sigh.

Asharad
3rd September 2008, 03:17 PM
Should we use the candle caps we got to put the candles out? I mean, the caps had the symbols of the two gods of this temple on them, correct? Seems like that is what they are for, at any rate.

EricStratton
3rd September 2008, 03:21 PM
Should we use the candle caps we got to put the candles out? I mean, the caps had the symbols of the two gods of this temple on them, correct? Seems like that is what they are for, at any rate.
That's an idea. Only other thing I was thinking of doing was speaking "friend".

Sagar
3rd September 2008, 03:37 PM
There are no places to put holy symbols on the door or anywhere else you can see.

I THINK you can try again to decipher the runes after an extended rest.

The tapers seem to be permanently affixed to the floor. Pushing, pulling and lifting have absolutely no effect on them.

The caps look like they would fit over the candles perfectly.

DinbinFanfoom
3rd September 2008, 03:44 PM
Brun interrupted.

"Hrm... vun moment, fellows... Vat if... Zis door vas meant to keep sumpzing OUT?"

"Vat if extinvishing za tapers, vich are reflecting on za door, deactivates za runes, und opens za door, und sumpzing is let out? Extinvish zem if you vish, but I vill be ready if sumpzing comes our vey..."

Brun holds her axe ready to cleave into whatever pops out.

ooc: She's clearly been watching too many disaster/horror/monster movies.

Asharad
3rd September 2008, 04:02 PM
Since we can't figure out any other way of opening the door, I suggest we put the snuffers down on the candles at the same time. be nice to match up the snuffer with Pelnor symbol to the candle on that side of the room (the side of the room with the dead pelanor guy on it, I mean).

EricStratton
3rd September 2008, 04:05 PM
Since we can't figure out any other way of opening the door, I suggest we put the snuffers down on the candles at the same time. be nice to match up the snuffer with Pelnor symbol to the candle on that side of the room (the side of the room with the dead pelanor guy on it, I mean).
"Look at you always thinking. I'm so impressed."

"Let's do it. I'm going to move back a bit and get ready for...whatever."

Amaril will backup to I5, pull out his longsword and Solar Rod, and ready Eldritch Blast.

DinbinFanfoom
3rd September 2008, 04:09 PM
Brun waits for (she assumes) Trask and Fandango to snuff the candles. She remains at the door (which opens outwards, you said, right?) prepared to smack that bratwurst out of whatever is on the otherside, if it looks even remotely rat, wolf or undead-ish.

Lycos
3rd September 2008, 04:11 PM
Baladir stands next to Brunhilde.

Asharad
3rd September 2008, 04:12 PM
"Look at you always thinking. I'm so impressed."

It hurts, but I try.

Sagar
3rd September 2008, 04:12 PM
Who will hold the snuffers and where will the rest of you be?

Lycos
3rd September 2008, 04:16 PM
Who will hold the snuffers...

Does that matter? *Uses his Intuition skill. *

Sagar
3rd September 2008, 04:17 PM
OK, got it (I think)

Trask and Fandango.. on the count of 1, 2, 3.. drop the snuffers on the ritual tapers.

Instantly, the light on the door vanishes and, moments later, the silver sheen also vanishes. You see just plain ol' stone.

Before you can move or react, even this begins to change. The stone starts to crumble. Not as pieces, it's more like it gradually turns to sand and pours away.

A feeling of intense elation pours through the room and a deep, raspy voice echo's "AT LAST!!!"

EricStratton
3rd September 2008, 04:20 PM
A feeling of intense elation pours through the room and a deep, raspy voice echo's "AT LAST!!!"
"Oh darn"

Asharad
3rd September 2008, 04:21 PM
Whoops.

Lycos
3rd September 2008, 04:21 PM
A feeling of intense elation pours through the room and a deep, raspy voice echo's "AT LAST!!!"

/scooby on

Ruh Roh Rhaggy! :roll:

/scooby off

Sagar
3rd September 2008, 04:29 PM
As the door flows away into sand, you see a 10'x10 room revealed.

In the back of the room sits what looks for all the world like a throne.
Sitting on the throne is a tall, emaciated figure dressed in rich robes.
It's white hair is pulled back from a gaunt face - a face like skin pulled too tightly across a skeletal visage. Purple fire drips from its eyes and flickers across it's claw-like hands. It does not seem to have feet. Instead, the bottom edge of its robe trails off into mist.

Again, it speaks...

"Welcome, petlings... Have you come to worship Malacon or merely to continue serving Him?"

You have no doubt that the Malacon he refers to is himself.

Shiz
3rd September 2008, 04:31 PM
/em Trask blows on his new uber Symbol and is ready to rumble!

EricStratton
3rd September 2008, 04:33 PM
If we're not jumping right into the fight, Amaril would like to roll Insight (+6) to "discern intent and decipher body language" altho I'm guessing it's pretty obvious. And Arcana (+12) and History (+12) in case there's anything more about this bad boy to learn.

Asharad
3rd September 2008, 04:33 PM
One day we are going to open a door and behind it is going to be The Queen of Blowjobs, holding a puppy.

One day.

Shiz
3rd September 2008, 04:33 PM
/em looks at Baladir - Mr Diplomacy

Sagar
3rd September 2008, 04:34 PM
One day we are going to open a door and behind it is going to be The Queen of Blowjobs, holding a puppy.

One day.

And the puppy will be SOOOO pissed that you interrupted his initiation into doghood....

ScrappyDoo, anyone?

Shiz
3rd September 2008, 04:35 PM
A boss fight and 4 of us are 30xp from level 2! Nice...:bull: :pantless:

Lycos
3rd September 2008, 04:35 PM
*looks at Trask and Fandango*

"Pull the snuffers up again."

*pulls out his broad sword and shield*

Who's asking???

Sagar
3rd September 2008, 04:35 PM
If we're not jumping right into the fight, Amaril would like to roll Insight (+6) to "discern intent and decipher body language" altho I'm guessing it's pretty obvious. And Arcana (+12) and History (+12) in case there's anything more about this bad boy to learn.

Insight: He is waiting intently but impatiently for your response...

Arcana: This is one Bad Ass Mother....

History: This is one OLD Bad Ass Mother...

Asharad
3rd September 2008, 04:39 PM
Okay, team huddle.

Serve? Sounds better than worship. Worship might involve feeding him. On the other hand, so may serving.

Attack? Bandy words? I don't think he's going to pat us on the head and send us on our way. Thoughts?

DinbinFanfoom
3rd September 2008, 04:41 PM
"I zink you know vat I vant to do."

Sagar
3rd September 2008, 04:41 PM
Removing the snuffer has no effect. The ritual taper trapping this ancient evil has been extinguished.

Malacon takes in your hostile stances and attitudes and smiles.

"Ahh... good. Servants it is, then. No matter, worshippers are pitifully easy to get. Good servants, on the other hand.... I have no doubt that you will continue to serve me as ably as you have so far..."

Shiz
3rd September 2008, 04:43 PM
Baladir, don't you think we should ask this guy what he is doing in Pelor's temple? I am not the "diplomatic" one *nudge nnudge wink wink*

Asharad
3rd September 2008, 04:46 PM
Baladir, don't you think we should ask this guy what he is doing in Pelor's temple?

being imprisoned until we released him.

Which I don't blame us for.

We're adventurers. We adventure. We gather trinkets and use them to open mysterious doors.

What did these dead guys think was going to happen? You can't trap some sort of evil demon thing, put him behind a magic door at the bottom of a spooky, undead filled temple, bury the temple under a giant tree and expect us to ignore it.

Shiz
3rd September 2008, 04:51 PM
I submit that this guy ravaged the temple and was then imprisoned here as punishment. Screw it, I may have +0 Diplmacy, +0 Bluff and +0 Intimidate but I want some answers.

"Malacon, do you think so little of us despite the fact that we have obviously vanquished all your servants with ease? You should bow to us!"

Lycos
3rd September 2008, 04:52 PM
Baladir, don't you think we should ask this guy what he is doing in Pelor's temple? I am not the "diplomatic" one *nudge nnudge wink wink*

/ooc I'm trying to role play this right. I know enough to know what he is, and if it were me I'd be out the door already. Ok, here it goes...

I asked who are you?

I am Baladir, Paladin of Pelor.

Who or what are you?

Asharad
3rd September 2008, 04:54 PM
I submit that this guy ravaged the temple and was then imprisoned here as punishment. Screw it, I may have +0 Diplmacy, +0 Bluff and +0 Intimidate but I want some answers.

"Malacon, do you think so little of us despite the fact that we have obviously vanquished all your servants with ease? You should bow to us!"

"Malacon, you'll have to forgive my friend. He's a bit touchy every since he killed that dragon singlehanded. Anyway, I know you've been out of it for awhile, but I happen to be the Orc King. Very big deal amoungst the orcs. Now....I don't know exactly what your game is, but it seems like I, in my role as Orc King, probably have a lot of resources at my disposal that maybe...just maybe...you'd find useful.

So, why don't you give me a run-down on your goals, plans, etc, and we'll see what we can do."

Bluff +9

EricStratton
3rd September 2008, 04:56 PM
"Bad Ass Mother", eh? Wonderful.

If we're planning on stomping this guy either way, I guess it doesn't matter if we make him mad, eh?

Following Trask's lead, Amaril will peek around Baladir and try to look imposing from way back there (+9 Intimidate).

"You *dare* to call *me* 'servant'? I serve no one. We freed you. As such *you* serve *us*."

Lycos
3rd September 2008, 05:00 PM
*Looking at Trask and back to Malacon*

So, you're Malacon?

Why are you here?

*I'm backing up. I won't let him touch me if I can avoid it*

DinbinFanfoom
3rd September 2008, 05:12 PM
Brun says nothing but she'll do her best to size up this potential opponent. She does her best to place him somewhere on her "choppability" scale. Teeth gritted, she's coiled for action like a restrained spring. She wants to swing at him SO bad.

Sagar
3rd September 2008, 05:13 PM
Malacon looks at the three of you.. pauses.. then throws back his head and laughs..

"Orc king.. that is a good one..."

He stops and then gazes at you with painful intensity.

"No, my petlings. You are my servants. You have been since the beginning."

His words seem to burn through you .. holding you are entranced and spellbound.

"Shall I spell it out, then?

Very well. I was imprisioned here half a millenia ago by these (he gestures at the corpses on the biers) pious and true men. With thier lives they imprisioned me. With their deaths they bound me. With their very souls, the kept burning the candles countered my power...

But they forgot, as I did not, that the world changes. Great evils are forgotten... Temple prisions are lost... The ground shakes....

And when a little tremor shattered a weak spot in a pillar...
When that pillar made just the smallest of cracks in my prision door.. (he laughs)..

Then.. then I could act.

I was weak, of course. I had to start small. First it was just rodents lured in to give their life energy to me. I used that energy to make the worms and insects weaken the tree that had grown above. When the right storm came, my prision was exposed again.

Then I summoned larger animals and feed off their life energies. And then came the humans - hunters and travelers. They entered my prision and died here, feeding me even more.

Then I had the energy to reach out for my rescuers.

"I" am the one who influenced the augeries that sent you here.

"I" am the one who brought the orcs to the area.

"I" am the one who confused the half-orcs into taking the wrong path.

And "I" am the one who fed on all that delicious death wrought by my new servants....

I am the one that brought you to the clearing upstairs. I brought the wolves to attack so more deaths might make me stronger.

I tested you with my minions.. You wounds were little deaths that fed me more. The flighty one - his sickness was a lingering death that was oh so delicious to savor. I may have to give it to him again so I can truly enjoy the suffering as the disease progresses....

But now you are here. 'MY' influence led the lumberslut to the column and the door. 'MY' influence convinced the "holy" duo that it was right to steal my captor's only protection.

Everything you have done has been at "MY" direction.

And now, you have freed me.

So I ask you again.. are you my servants?

Asharad
3rd September 2008, 05:16 PM
The flighty one - his sickness was a lingering death that was oh so delicious to savor.

FLIGHTY?!?!

No..actually, that is fair.

See, and you guys thought I couldn't get him to reveal his plan.

Asharad
3rd September 2008, 05:19 PM
So I ask you again.. are you my servants?

It would seem like you sorta answered that question already, what with all the scheming and planning and extensive puppet-mastering. The Orc King is impressed.

Sagar
3rd September 2008, 05:20 PM
His words seem to burn through you .. holding you are entranced and spellbound.

No attacking yet...

Your answer first...

EricStratton
3rd September 2008, 05:22 PM
/ooc Sagar, when you roll for Init please remember Amaril's Init modifier is now +6 (+1 DEX, +1 level 2, +4 Improved Init Feat).

DinbinFanfoom
3rd September 2008, 05:23 PM
"vuld somebody PLEASE answer zat bonepile, yes or no? Because if you don't, I vill!" Brunhilde hisses.

EricStratton
3rd September 2008, 05:24 PM
If our team lead won't, I'll do it. Maybe Intimidate will do...something.

Lycos
3rd September 2008, 05:25 PM
I don't serve anyone but Pelor.

Sagar
3rd September 2008, 05:26 PM
Malacon glares at Baladir.

"Very well. If you will not be my servants... THEN YOUR CORPSES CAN BE MY SLAVES!!"

Malacon gestures and some dark energy flies over your heads.

At the same time, the force holding you immobile collapses.

Malacon (using an action point) gestures again and another arc of dark energy flies towards the back of the room.

You think you hear something back there....

Asharad
3rd September 2008, 05:27 PM
dontsaydiedontsaydiedontsaydiedontsaydie

(intimidate +9)

edit: this was funny when Sagar's post ended with "THEN..."

Shiz
3rd September 2008, 05:31 PM
"I serve one but that one isn't you, Mala-droit!"

/ooc are there French puns in Diert?

DinbinFanfoom
3rd September 2008, 05:32 PM
Brunhilde hears, "blah blah blah lumberwench blah blah blah" The split second she can move again, she launches herself (charges) at Malacon (regular attack +1 so: +9 vs AC, damage 1d12+5)

Sagar
3rd September 2008, 05:32 PM
End of immobility and surprise round...

Initiative

Brunhilde (anger fueled 23)
Blazing skeleton (20)
Malacon (19)
Amaril (16, got the new +6)
Fandango (13, when you first THINK about attacking, you find the dagger already in your hand - +2 to initiative.)
Trask (13)
Stench Zombie (12)
Baladir (natural 1, dude)

EricStratton
3rd September 2008, 05:33 PM
Suddenly Amaril doesn't feel so safe at the back of the room.

Sagar
3rd September 2008, 05:33 PM
dontsaydiedontsaydiedontsaydiedontsaydie

(intimidate +9)

edit: this was funny when Sagar's post ended with "THEN..."

Lol! I hit the pad with my thumb and it took the post somehow while I was still typing...

Shiz
3rd September 2008, 05:35 PM
"ADD!"

Lycos
3rd September 2008, 05:35 PM
*holds out the new holy symbol*

By the name of Pelor, GET BACK!

*Let me see what this does*

Shiz
3rd September 2008, 05:37 PM
Umm, you won't know until we are all dead with that init roll...

Sagar
3rd September 2008, 05:44 PM
Malacon leans back to watch his minions do their work...

Lycos
3rd September 2008, 05:44 PM
Umm, you won't know until we are all dead with that init roll...

/ooc See my plan in the other thread. :mrgreen:

Sagar
3rd September 2008, 05:53 PM
Baladir

(Religion 13+5 vs DC 15) Maladon seems to be some kind of Wight. They are restless undead that savagely attack the living and drain life energy.
They don't usually rank all that high on the deadliest undead listings, but this one seems unique.

(insight 6+9 vs DC 15) Malacon looks like he will let the other undead do the fighting. He is hanging back.

Lycos
3rd September 2008, 05:55 PM
I tell the group after my holy symbol attempt.

"Maladon seems to be some kind of Wight. They are restless undead that savagely attack the living and drain life energy. They don't usually rank all that high on the deadliest undead listings, but this one seems unique."

EricStratton
3rd September 2008, 06:05 PM
If the Skelly comes around the corner and doesn't come w/in melee range, on his turn Amaril will curse and Eyebite him.

If the Skelly comes around the corner and does melee Amaril, he will curse him and then use his new Utility spell, Ethereal Stride to teleport south to I9, and then Eyebite him.

Just trying to buy some time.

Eyebite: +5 (CHA + 1/2 level + Solar Rod) vs Will; 1d6 + 5 (CHA + 1/2 level + Solar Rod) + 1d6 (curse) psychic dmg and I'm invisible to the target until the start of my next turn.

Ethereal Stride: You can teleport 3 squares, and you gain a +2 power bonus to all defenses until the end of your next turn.

Shiz
3rd September 2008, 06:28 PM
With the minions out of LoS, Trask needs to see where what moves.

Shiz
3rd September 2008, 06:36 PM
Brunhilde hears, "blah blah blah lumberwench blah blah blah" The split second she can move again, she launches herself (charges) at Malacon (regular attack +1 so: +9 vs AC, damage 1d12+5)

Charge is +2 ATK, so +10.

Sagar
3rd September 2008, 06:43 PM
As Brunhilde leaps to attack Malacon, his face seems to split open blasting her with a truly Horrific Visage. A wave of necrotic energy assualts Brunhilde (12+7 vs will 11), Fandango (18+7 vs will 14), Trask (8+7 vs will 16), and Baladir (18+7 vs will 15). All but Trask take 3 damage and are pushed back 15 feet. Stunned, Brunhilde cannot recover to act this turn.

The flaming skeleton moves north and then raises a flaming fist, gathers a ball of fire, and hurls it at Amaril. The ball hits (16+8 vs ref 16) Amaril glancingly (8 damage) and catches his robe on fire (5 ongoing).

Amaril responds ferociously, cursing the skeleton soundly then nailing him with eyebite (natural 20, crit, 6+5+6 +5 crit bonus from the rod). Jeez, man. See if I let a mob hit YOU ever again!

(forgot) The fires burn Amaril for 5 more damage, but he manages to beat them out by the end of his turn (ST 12).

Shiz
3rd September 2008, 06:53 PM
/ooc Amaril took ongoing twice in one round?

Round 1:

Trask grabs his morningstar from his belt (minor) moves to J5 and fires a Sting (+5 vs REF, d8+5 radiant, +2ATK Amaril) using his new symbol at the skeleton.

Sagar
3rd September 2008, 06:54 PM
/ooc Amaril took ongoing twice in one round?



He didn't take ongoing during the inital attack. Ongoing is done at the beginning of your turn (not the end of it like I was doing before.)

Asharad
3rd September 2008, 07:14 PM
I will move to I7 and sly flourish with backstab and combat advantage the zombie. I am going to use my nifty new magic dagger because it returns to me after every attack

Attack:+11 vs AC [combat advantage(2)+weapon proficiency(3)+class dagger bonus(1)+bonus of the dagger(1)+dex(4)]

Damage:1d4+2d8+9

EricStratton
3rd September 2008, 07:29 PM
He didn't take ongoing during the inital attack. Ongoing is done at the beginning of your turn (not the end of it like I was doing before.)
So Amaril only took 8 damage?

Amaril responds ferociously, cursing the skeleton soundly then nailing him with eyebite (natural 20, crit, 6+5+6 +5 crit bonus from the rod). Jeez, man. See if I let a mob hit YOU ever again!
"BAM!! This Solar Rod is great!"

:flex:

EricStratton
3rd September 2008, 07:30 PM
Oh and I hit the guy for 22 and he's not bloodied or nothing. Yikes.

Lycos
3rd September 2008, 07:36 PM
I am not done. I will perform a Paladin's Judgement on the wight. If I hit, I will let Brun spend the surge or Amaril if I can depending on who is hurt worse.

Reminder, I am +1 to attack and damage with the holy symbol.

Attack: Strength vs. AC
Hit: 3[1d10] + (4) Strength modifier damage, and one ally within 5 squares of you can spend a healing surge.
Miss: One ally within 5 squares of you can spend a healing
surge.

Then I will spend an AP, and use a Piercing Smite on the wight as well.

Attack: Strength vs. Reflex
Hit: 2[1d10] + (4) Strength modifier damage, and the target and a number of enemies adjacent to you equal to your Wisdom modifier are marked until the end of your next turn.

Asharad
3rd September 2008, 07:39 PM
I don't think we are going to be able to attack him at this point.

EricStratton
3rd September 2008, 07:45 PM
I don't think we are going to be able to attack him at this point.
Agreed.

DinbinFanfoom
3rd September 2008, 07:46 PM
ooc: OK, since Malacon wants me to go west, and I haven't appeared to use any move yet (same location relative to Baladir as I started the round) I'll go west. :lowrazz:

"Fine! If zat za vay you vant it!"

Brunhilde will move 3w to I6 and reaping strike (+8 vs AC, damage: 1d12+5 on hit, 5 on miss) the Zombie, marking it.

Sagar
3rd September 2008, 07:48 PM
Fandango turns fleeing in terror into something that looks intentional as he moves to get a better angle on the zombie. He flings DOPA at the zombie and hits (11+11 vs AC 17), slashing the zombie mercilessly (3+14+9). The zombie is bloodied.

Trask moves and, using his new holy symbol, tears into the skeleton with a sting (natural 20, crit, 8+5+6 (1d6 crit bonus)). The skeleton is bloodied.

The DM begins not-so-silently cursing your *(&)&*#^% lucky rolls...

The zombie reaches into it's stomach, grabs a handful of entrails and flings them at Fandango. The entrails (17+7 vs ref 16) hit Fandango squarely and he takes 10 necrotic damage and is weakened. The zombie then ambles over next to Fandango and every within 1 square is overcome with an incredible stench that makes breathing almost impossible (-5 to attack).

Baladir ... (needs a different action)

Sagar
3rd September 2008, 07:55 PM
Baladir,

Paladin's Judgement is a melee attack. The piles of loose sand between you would be counted as difficult terrain. By my reckoning, you can only get to P5 so you can't hit him from there with that.

Lycos
3rd September 2008, 09:19 PM
I go to I6 and perform the same attacks on the zombie. Let Amaril take the surge if the map is correct about hps.

If he dies on the first attack, I won't expend the second attack or action point then.

Shiz
3rd September 2008, 09:45 PM
Trask will move to where the zombie and skeleton are within 2 squares without provoking an OA (G5 as I write this) and uses Turn Undead (close burst 2, +5 vs Will, d10+5 radiant, Hit: push 3 squares and immobilize, Miss: 1/2 damage) to try and get the zombie away from the group.

If I cannot move as directed, then Trask will blast the zombie with a Sting (+5 vs REF, d8+5 radiant, +2ATK Amaril) and Healing Word Amaril as long as he is within 5 squares (surge+1d6+4).

Don't forget that Amaril has +2 ATK on the skeleton in Round 2 from my Sting in Round 1.

Turn Undead shouldn't provoke an OA from an adjacent enemy since it is not ranged.

Sagar
3rd September 2008, 10:17 PM
Baladir moves up to attack the zombie. As he does so, he comes under the effect of the stench aura and reels from the smell (-5 to hit). Being a true son of Pelor, though, he rallies and hurls all of his might into a wicked attack (natural 20 you bastard :p) and cleaves completely through the zombie (34 damage, crit = instakill with zombies). Fandango, heartened by this turn of events, feels a healing surge of optimism (6 points healed, no longer bloodied).

Seriously.. and I mean this in the nicest way possible, but you guys suck.
You are SO making mincemeat of my epic fight of good vs. evil....

End of round.

Initiative and Status:

Brunhilde (3 damage)
Blazing skeleton (41 damage, bloodied)
Malacon (royally pissed)
Amaril (22 damage, bloodied)
Fandango (21 damage, weakened, bloodied, reeling)
Trask (13)
Baladir (17 damage, bloodied)

DinbinFanfoom
3rd September 2008, 10:39 PM
Brunhilde doesn't know how she got to F6, but she decides to "roll with it" and move E to G6 and lay into the Flaming Skeleton with a reaping strike. (+8+2(flank) vs AC, 1d12+5 on hit, 5 on miss).

Sagar
3rd September 2008, 10:40 PM
Brunhilde charges the skeleton, intent on venting her rage...
As she nears the skeleton, though, she is burned by the flame aura surrounding it (5 damage). She swings her axe in a mighty arc and, overfueled by adrenaline, misses completely (natural 1).

The flaming skeleton attacks Brunhilde back (18+ 8 vs AC 18), hitting her weakly (3 damage) and setting her ablaze (5 ongoing). It then moves to embrace the rest of the party in it's aura and Brunhilde gets to make an OA. Trying to swing and batter flames, however, doesn't work (natural 1 again).

Malacon, incensed at the party's manhandling of his creatures, joins the fray. Standing, he casts a bolt of dark energy at Trask. The bolt (14+6 vs Ref 14) hits, bathing the cleric in necrotic (2+4 damage) energy and immobilizing him.

Sagar
3rd September 2008, 10:50 PM
EDIT:

I forgot this little tidbit...

When Baladir clove through the zombie, it's death burst sprayed much of the party in necrotic putrescence. Baladir (14+7 vs Fort 14), Fandango (natural 20) and Amaril (19+7 vs fort 14) are doused in zomboid filth for 14 damage each.

Sagar
3rd September 2008, 10:53 PM
Brunhilde doesn't know how she got to F6, but she decides to "roll with it" and move E to G6 and lay into the Flaming Skeleton with a reaping strike. (+8+2(flank) vs AC, 1d12+5 on hit, 5 on miss).

I presumed you would move to the skeleton since the zombie was dead and you could.

Lycos
3rd September 2008, 10:55 PM
I think when it gets to my turn, I will have to decide after everyone else gets to go.


On my turn, if the skellie is dead. I will go after Malacon.

If it's the skellie, I will cast Divine Challenge and Do a Holy Strike (STR v AC (+8 for prof and STR and Holy symbol), 1d10 + (4 STR radiant damage) +2 WIS Mod. + 1 holy symbol). against him.

If Malacon is left then I will attack him with the attack above, and use my action point to perform a Peircing Smite on him. :D

Sagar
3rd September 2008, 10:58 PM
On my turn, if the skellie is dead. I will go after Malacon.

If it's the skellie, I will cast Divine Challenge and Do a Holy Strike against him.

Please see the updated party status and let me know if this is still what you wish to do.

EricStratton
3rd September 2008, 11:00 PM
Round 2:

Amaril will move to H2 (no OA since I'm invis to the Skelly) triggering Shadow Walk and then hit him w/ Eldritch Blast.

Shadow Walk: On your turn, if you move at least 3 squares away from where you started your turn, you gain concealment until the end of your next turn.

EB: +7 (CHA + 1/2 level + Solar Rod + CA on Skelly) vs Reflex; 1d10 + 5 (CHA + 1/2 level + Solar Rod) + 1d6 (curse)

Sagar
3rd September 2008, 11:10 PM
Round 2:

Amaril will move to H2 (no OA since I'm invis to the Skelly) triggering Shadow Walk and then hit him w/ Eldritch Blast.

Shadow Walk: On your turn, if you move at least 3 squares away from where you started your turn, you gain concealment until the end of your next turn.

EB: +7 (CHA + 1/2 level + Solar Rod + CA on Skelly) vs Reflex; 1d10 + 5 (CHA + 1/2 level + Solar Rod) + 1d6 (curse)

Amaril takes 5 damage from the skeleton's fire aura.
He then blinks to the north and launches another blast at the skeleton. He hits (15+7 vs ref 18) the cursed skeleton (8+5+3), blasting it into many small parts.

Malacon roars with fury!!!

DinbinFanfoom
3rd September 2008, 11:17 PM
Brunhilde also roars with fury. It's a full 12 seconds into a fight and she hasn't hit anything yet. :rotflmao:

EricStratton
3rd September 2008, 11:21 PM
"My first injuries...during a fight. I can see...why you guys try to avoid it so. I feel woozy."

Shiz
4th September 2008, 12:27 AM
Since Trask cannot move or attack Maalox directly due to range, he will cast Guardian of Faith at max range (O5) and Healing Word Amaril, supplementing it with the Holy Symbol (surge+2d6+4).

"Hold on Fandango, I can help you soon! Stay out of sight."

DinbinFanfoom
4th September 2008, 12:34 AM
Since only Bal is left to move in this round, I might as well put in mine for round 3:

Brunhilde moves to K8. If something comes in range, she'll hit it, otherwise, that's it.

Asharad
4th September 2008, 08:51 AM
Round 2-
yeah, I'll use a second wind and then wait. By which I mean that's it until the meat moves up a bit.

Lycos
4th September 2008, 09:43 AM
My action will be to "Lay On Hands" on Fandango. (A surge for Fandango).

"In Pelor's Name, be healed!" *hits Fandango in the forehead lightly* *smirk*

And I will then begin to move towards Malacon. Can I get to him to attack?

Asharad
4th September 2008, 09:56 AM
I've always liked Pelor.

Lycos
4th September 2008, 10:18 AM
I've always liked Pelor.

As I am quickly moving towards Malacon, I yell back, "He likes you too." :lowlol:

Sagar
4th September 2008, 10:21 AM
Fandango surges himself (+6 health) and turns towards Malacon, waiting for an opportunity to strike. He remains weakened, though (ST 5)

Trask confers a healing word on Amaril (8+11+4 healing), almost completely restoring him. Trask then calls for his Guardian of Faith and sicks it on Malacon.

Baladir gives Fandango a handjob (+6 health) then moves to do the same to Malacon.

End of round.

Round 3: Initiative and Status

Brunhilde (11 damage+ ongoing fire damage)
Malacon (royally pissed)
Amaril (4 damage)
Fandango (9 damage, weakened)
Trask (6 damage, immobilized)
Baladir (17 damage, bloodied)

Brunhilde takes 5 fire damage as she moves rapidly to the east and stops just shy of the sand. She does manage to beat out the flames as she moves, though (ST 18).

Malacon casts a gravebolt at Baladir (9+6 vs Ref 15), bathing him in dark energy which burns (6 necrotic damage) and sticks huim to the floor (immobilized).

Asharad
4th September 2008, 10:22 AM
I think I got skipped- trask did too.

Lycos
4th September 2008, 10:24 AM
Being last again, I am going to wait to see what happens before I post my action. Things can change really quick around here.

Shiz
4th September 2008, 10:26 AM
Round 2:

Since Trask cannot move or attack Maalox directly due to range, he will cast Guardian of Faith at max range (O5) and Healing Word Amaril, supplementing it with the Holy Symbol (surge+2d6+4).

"Hold on Fandango, I can help you soon! Stay out of sight."

My bad. I didn't label it.

Shiz
4th September 2008, 10:27 AM
Being last again, I am going to wait to see what happens before I post my action. Things can change really quick around here.

Baladir, do not attaempt to cross the sand. Let us draw him out.

DinbinFanfoom
4th September 2008, 10:35 AM
Brunhilde moves rapidly to the east and stops just shy of the sand..
Malacon casts a gravebolt at Brunhilde (9+6 vs Ref 14), bathing her in dark energy which burns (6 necrotic damage) and sticks her to the floor (immobilized).
What? No, I didn't go there. You've got me confused with Baladir. I moved to cover at K8.

Sagar
4th September 2008, 10:40 AM
We should be all set now. I have had some caffiene..

Sagar
4th September 2008, 10:43 AM
What? No, I didn't go there. You've got me confused with Baladir. I moved to cover at K8.

I really need to just go back to bed....

DinbinFanfoom
4th September 2008, 10:46 AM
Heh, no problem, take your time to sort it all out.

EricStratton
4th September 2008, 11:12 AM
Amaril - Round 3:

I'm going to Shadow Walk to H5 (concealment), curse Malacon (maybe?), and hope my rolls stay true while I cast my daily - Curse of the Dark Dream (cue ominous music).

CotDD:

+5 (CHA + 1/2 level + Solar Rod) vs Will; 3d8 + 5 (CHA + 1/2 level + Solar Rod) psychic damage, and I can slide the target 3 squares.

Sustain Minor: Slide the target 1 square, whether I hit or miss (save ends).

Lycos
4th September 2008, 11:20 AM
For this round (3)...

Seeing that I am immobilized with no range attacks, I am going to lay on the ground to prevent me being an easy target. If Malacon comes to me I'll attack.

Shiz
4th September 2008, 12:10 PM
I can slide the target 3 squares.

This could be key to put him in melee. Also, sliding a mob gives OAs to those it slides by, I believe. Anything other than a shift provokes OAs in 4E.

EricStratton
4th September 2008, 12:28 PM
This could be key to put him in melee. Also, sliding a mob gives OAs to those it slides by, I believe. Anything other than a shift provokes OAs in 4E.
Unfortunately not (re: OAs) but it does ignore difficult terrain so I don't have to worry about getting him over the sand.

PHB pg 285:
No Opportunity Attacks: Forced movement does
not provoke opportunity attacks or other opportunity actions.

Shiz
4th September 2008, 12:29 PM
Bummer. Who's left to move in 3?

Sagar
4th September 2008, 12:44 PM
Amaril shadow steps south (and gains concealment), curses Malacon soundly, then uses the power of his solar rod to drive a curse through Malacon's defenses (16+5 vs will 17). Malacon takes some psychic damage (8+5) and begins to wander - moving easily across the sand.

Shiz
4th September 2008, 12:51 PM
Amaril: Second Wind, AP
Baladir: Daily, AP
Brunhilde: SW, D, AP
Fandango: D, AP
Trask: SW, AP, 1 heal, Accuracy, Turn Undead, Divine Str

Correct as of mid-Round 3?

Round 3 Trask:

Healing Word to Baladir (surge+d6+4)
Move to M8
Sting Malacon (+5 vs REF, d8+5 radiant, Hit: +2 ATK BALADIR!) You go holy man!

The pet is +5 vs WIL, d8+5 radiant if Malacon stays adjacent (but he cannot move without giving Bal an OA!)

EricStratton
4th September 2008, 01:01 PM
Amaril: Second Wind, AP

Correct as of mid-Round 3?
Yes. The record I still have my encounter power too.

EricStratton
4th September 2008, 01:05 PM
Amaril shadow steps south (and gains concealment), curses Malacon soundly, then uses the power of his solar rod to drive a curse through Malacon's defenses (16+5 vs will 17). Malacon takes some psychic damage (8+5) and begins to wander - moving easily across the sand.
Bah, I forgot to add that there should be a 1d6 roll for the curse. Don't add it now. This will teach me to remember to put it down there.

And thanks for moving Malacon. I'd forgotten to specify where. You put him where I would've.

Lycos
4th September 2008, 01:13 PM
Baladir: Daily, AP

Correct as of mid-Round 3?


I didn't use my AP because the first strike was so freaking AWESOME! :lowlol:


I just noticed this! :D


Sting Malacon (+5 vs REF, d8+5 radiant, Hit: +2 ATK BALADIR!) You go holy man!

DinbinFanfoom
4th September 2008, 02:51 PM
How I see it, Fandango, Trask and Baladir have yet to have their moves/attacks resolved in 3. After that: new round.

Asharad
4th September 2008, 02:52 PM
I will move to L9 and then hit him with my encounter power.

Attack:+9 vs AC
damage:1d4+5 and target is dazed (CA for everyone) until the end of my next turn.

Lycos
4th September 2008, 02:59 PM
I'm waiting to see the results of the round before deciding what to do.

Trask is done.

Sagar
4th September 2008, 03:00 PM
I will move to L9 and then hit him with my encounter power.

Attack:+9 vs AC
damage:1d4+5 and target is dazed (CA for everyone) until the end of my next turn.

That is a melee attack. You have to be standing next to him to do it.

What about Eyebite - that is ranged and then next round you can move up and attack with CA.

Wait! What am I doing helping you guys!!!

Asharad
4th September 2008, 03:07 PM
Ah! So it is. Hold a sec.

Asharad
4th September 2008, 03:10 PM
Okay, move to the same place. (that should give me a clear line of sight, unless those candles are just enormous.)

Daily attack instead.

Attack:+9 vs Ac
Damage:2d4+5 and the target is blind until the end of my next turn.
(half damage on a miss)

That will keep Balidar safe and give everyone a CA next round.

Lycos
4th September 2008, 03:27 PM
My attack will be this then:

I will cast Divine Challenge on Malacon and perform a Holy Strike (STR v AC, (+10 for prof and STR and Holy symbol and Trask's spell), 1d10 + (4 STR radiant damage) +2 WIS Mod. + 1 holy symbol). against him.

The I will spend my AP and use Divine Strength and then strike Malacon with a Piercing Smite (STR v Reflex, (+10 for prof and STR and Holy symbol and Trask's spell), 2d10 + (4 STR) +4 Divine Strength + 1 holy symbol)

Sagar
4th September 2008, 03:47 PM
Fandango slides to the south-east and positions himself to unleash a Blinding Barrage against Malacon. The barrage (17+9 vs AC 19) hits the wight squarely (5 damage), blinding him.

Trask heals Baladir (8+1+4) then casts a sting at Malacon (8+5+2 CA vs Ref 16) but misses.

Baladir issues a challenge to Malacon and follows that up with a wicked Holy Strike to make SURE he has the wight's attention (15+9+2 vs AC 18, 7+6+5 damage).

The I will spend my AP and use Divine Strength and then strike Malacon with a Piercing Smite (STR v Reflex, (+10 for prof and STR and Holy symbol and Trask's spell), 2d10 + (4 STR) +4 Divine Strength + 1 holy symbol) I am pretty sure using an AP gives you ONE action - this uses 2 (minor for DS and std for attack. I'll assume you'll take the attack even though the DS technically came first. Also, piercing smite doesn't have the implement keyword so you don't get to use the holy symbol. For that matter, neither does Holy Strike.. let me fix that..).

Baladir quickly follows his successful attack with a piercing strike which (3+9+2CA vs Ref 16) misses.

End of Round

Status:

Initiative and Status:

Brunhilde (16 damage)
Malacon (23 damage, blinded, challenged by Baladir, cursed by Amaril)
Amaril (4 damage)
Fandango (9 damage, weakened)
Trask (6 damage, immobilized)
Baladir (10 damage, immobilized)

Lycos
4th September 2008, 04:00 PM
I am pretty sure using an AP gives you ONE action - this uses 2 (minor for DS and std for attack. I'll assume you'll take the attack even though the DS technically came first. Also, piercing smite doesn't have the implement keyword so you don't get to use the holy symbol. For that matter, neither does Holy Strike.. let me fix that..).

Thanks, I would've just performed the attack if I had known that.

Just to clarify, does the holy symbol count for damage or to hit at all?

DinbinFanfoom
4th September 2008, 04:13 PM
Round 4:

Brunhilde weaves around the bier and column to N7. She will attempt to use her daily power (Comeback Strike: +10 vs AC [base +8, +2 for CA], damage 2d12+5, triggers a Healing Surge) on Malacon. She will then spend an AP and attempt to hit him with Reaping Strike (+10 vs AC [base +8, +2 for CA], damage 1d12+5, 5 on a miss). She will mark Malacon with these actions.

"Polo!" she screams.

Edit: Fixed.

Lycos
4th September 2008, 04:20 PM
Round 4:

Baladir will call on Divine Strength and perform a Holy Strike (STR v AC, (+10 for prof and STR and Holy symbol and Trask's spell), 1d10 + (4 STR radiant damage) +2 WIS Mod. + 4 from the Div. STR + 1 holy symbol). against Malacon.

Shiz
4th September 2008, 05:03 PM
I missed so you don't get the +2.

Round 4:

Trask goes all-in. Sting (+5 vs REF, d8+5 radiant, Hit: +2 ATL Baladir), Divine Strength (minor, +1 ATK), moves behind Baladir and around to P5 (sets up flanking possibilities), spends an Action Point for a mighty morningstar swing for a Healing Strike (+5+1[divine str]+2[CA?] vs AC, 2d10+3 radiant damage, Hit: Baladir can healing surge, target marked) that I will Elven Accuracy if I miss.

Assuming Brun meant N7, not M7 which is not in melee range, then Trask gets CA for flanking. I also assume that the mark from Healing Strike cancells Brun's mark so Malacon will attack me next round giving Brun the flanking bonus. Too bad Fandango cannot use it but he can barely hold his dagger...

Don't forget the shiz pet. He rules!