View Full Version : Part 11 - Quest to find the Second Floor
EricStratton
15th September 2009, 10:34 AM
The group is woken by the rattling of Sir Keegan's bones. "You look refreshed and, dare I say, stronger than you did before. Except you, priest. You look undecided. Perhaps you'll find your path as you go. And go you must. North through the crypt, you called it the maze. There you will find stairs leading to the lower level. Good luck."
(Sagar's got a little time to decide on his power but I'll need it before we get into combat again)
Greebo
15th September 2009, 10:39 AM
Ok, back to the maze.
Shiz
15th September 2009, 12:43 PM
Let's head back to the northwest rune where we stopped last.
I think it is safe to assume that these runes will summon undead if triggered. Jumping 2 squares with a running start (2 squares before the jump) requires only a DC10 Athletics check.
Or we can just assume that one of us will splat the jump inevitably and just kill the damn undead.
Greebo
15th September 2009, 12:52 PM
I don't want to assume anything about the runes.
But instead of jumping...
Blug will fly across the runes in the NW corner (Fly 3 (hover)) and look down both directions and report back to me on what he sees.
EricStratton
15th September 2009, 06:53 PM
Greebo sends his little demon, Blug, out over the rune. It flutters back and passive aggressively reports what it saw.
http://www.primeaxiom.com/rpgt/scene.asp?ID=ki67pexxo8ibv2u1lh95b9cqhfbsg3oqq4zpf oxgsznahreef87di55v8eisl8if
Moonshadow
15th September 2009, 07:14 PM
Well there's no way around it, we've either got to risk the runes or give up the quest and I don't think any of us are willing to give up the quest.
I vote we jump, that way the dice will decide who gets to test the runes :D
Greebo
15th September 2009, 08:06 PM
Can I send him to C3 to report what's north of that corner?
Shiz
15th September 2009, 08:13 PM
There is not enough room for a running jump from this place. If we want to get the run bonus, then we have to go around to the east and jump twice.
Does anyone believe the runes will actually hurt us if tripped?
I thought the Arcana/Religion check we did on them before suggested less.
Greebo
15th September 2009, 08:18 PM
There is not enough room for a running jump from this place.
Could you show me where in the PHB on 182 and 183 the rules say that you have to move directly in the direction of the jump? You really need to check the rules before you post these assertions...
Greebo backs up to I8, runs through H8 and G7, jumping towards F4.
Greebo
15th September 2009, 08:19 PM
And Greebo lands squarely on the runes in F5.
But I had a running start! ;)
EricStratton
15th September 2009, 09:43 PM
Greebo sends Blug ahead and then follows behind it. His spindly legs only take him so far though and he lands squarely on one of the terror runes (F5). A throat-tearing scream explodes from the floor. Low, hungry moans answer the dying scream from the north.
A dark burning fills the heads of Greebo, Jagged, Sagar, and Blug (21, 26, 25, 27 vs WIL; 2 necrotic dmg each) and they freak right the hell out (move+2 in random direction). If this were any other situation the look on their faces, the flailing of the arms, the uncontrollable desire to escape would all be comical. But here, it could spell certain death.
Jagged ends up running north west while Greebo, Sagar, and Blug go south with Blug veering to the west. Jagged, Greebo, and Sagar all stop right on top of another set of runes but nothing more happens.
The three people and the familiar quickly regain their wits and prepare themselves for battle. To the north, Jagged chuckles.
Roll initiative please
http://www.primeaxiom.com/rpgt/scene.asp?ID=ki67pexxo8ibv2u1lh95b9cqhfbsg3oqq4zpf oxgsznahreef87di55v8eisl8if
Quervo
15th September 2009, 10:23 PM
Maz Ini +2 = 3
Greebo
15th September 2009, 11:05 PM
Yeah yeah, more zombies.
Sagar
16th September 2009, 08:12 AM
It's a theme.
No.. no.. it's a motif!
Init +0
Yeah baby! Blow the bad rolls early.
Come on 20!!
but this is still a 2 init.
Shiz
16th September 2009, 09:08 AM
Rend Init +4 =13
Jagged, hold that opening!
Moonshadow
16th September 2009, 10:27 AM
Initiative! 18
noptov52
16th September 2009, 12:51 PM
Init = 11.
EricStratton
16th September 2009, 09:12 PM
The moaning continues, and the zombies look upon Jagged's juicy flesh with hungry eyes.
The gods above realize that Blug only had 1 HP and when he was affected by the terrible screaming from the rune, he popped out of existence.
Cilene...
Greebo...
Rend...
Jagged...
http://www.primeaxiom.com/rpgt/scene.asp?ID=ki67pexxo8ibv2u1lh95b9cqhfbsg3oqq4zpf oxgsznahreef87di55v8eisl8ifInitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used18Cilene34/340190-18Greebo38/400070-13Rend36/360190-11Jagged41/4301110-10Zombies0????-?7Zombie Rotters0????-?3Mazirith43/4301110-2Sagar32/340192-
Greebo
16th September 2009, 09:32 PM
That's ok, Blug will be back.
Wrong map though.
Greebo
16th September 2009, 09:33 PM
Double move to F11 with another attempt to jump the runes.
Greebo
16th September 2009, 09:34 PM
Sure, NOW I cross.
Moonshadow
16th September 2009, 09:36 PM
Move: Feystep C10 (obstacles don't impact feystep right?)
Standard: Scorching burst D6
Zombie rotter 21 vs reflex for 6 pts of fire dmg
Zombie 3, lets not talk about it
Shiz
16th September 2009, 09:45 PM
Rend:
Move: jump over the runes to land at F11 and continue to D11 (speed 7). Not sure if a jump action uses up all my speed value or not.
DC check = 10
Holding to see if I am at F11, D11, or feared.
EricStratton
16th September 2009, 10:28 PM
Rend:
Move: jump over the runes to land at F11 and continue to D11 (speed 7). Not sure if a jump action uses up all my speed value or not.
PHB pg 183:
Uses Movement: Count the number of squares you jump as part of your move. If you run out of move- ment, you fall. You can end your first move in midair if you double move (page 284).
Shiz
17th September 2009, 09:05 AM
Gotcha. No way I am making it to D11 this round, then.
Greebo
17th September 2009, 09:49 AM
Gotcha. No way I am making it to D11 this round, then.
See: Double Move
Sagar
17th September 2009, 09:53 AM
Sagar will double run with a jump to get to C11. There, he will have a minor left to use HW if necessary. That depends on the zombies. I may also use an AP depending on the conditions when I get there.
+3 athletics
Greebo
17th September 2009, 10:03 AM
Can we disable these freaking runes in some manner?
Greebo
17th September 2009, 10:03 AM
Derrr, whut's a roooon?
Shiz
17th September 2009, 10:04 AM
See: Double Move
Thought about it, but LoS doesn't matter if I cannot do anything.
Greebo
17th September 2009, 10:12 AM
ES: We just slept, yes? Can I have my A/P back?
EricStratton
17th September 2009, 10:14 AM
ES: We just slept, yes? Can I have my A/P back?
No. Ok, fine. But just this once.
EricStratton
17th September 2009, 10:32 AM
Start of Round 1:
Cilene teleports over the rune (C10) and peaks around the corner into the zombie-filled room. She casts Scorching Burst (D6) and Zombie Rotter 5 goes up like dried grass (6 dmg = dead) but the magical fire dies out before it gets to Zombie 3 (miss).
Greebo double times it to the fight taking a graceful leap over the runes, clearing them with a foot to spare (F11). He then takes a moment to study the runes. His concentration is interrupted by a crazy dog (Rend) leaping at him and he doesn't notice anything new about the runes.
Rend nips at Greebo as he jumps by and stops outside the room (D11).
Jagged...
Zombies... (I need to know which one Jagged will leave standing)
http://www.primeaxiom.com/rpgt/scene.asp?ID=ki67pexxo8ibv2u1lh95b9cqhfbsg3oqq4zpf oxgsznahreef87di55v8eisl8ifInitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used18Cilene34/340190-18Greebo38/400170-13Rend36/360190-11Jagged41/4301110-10Zombies0????-?7Zombie Rotters0????-?3Mazirith43/4301110-2Sagar32/340192-
Quervo
17th September 2009, 02:04 PM
I will try for my moves first
Maz will try a jump to G11... Ath - 10
noptov52
17th September 2009, 02:35 PM
Jagged dashes (Combat Sprint) into the middle of the zombies and pirouettes (Great Cleave), axe in hand.
Move: Combat Sprint to C6, move speed + 4, +4 all defenses against all OAs provoked by the movement.)
Great Cleave, Close burst 1 that you can see, +9 vs AC, d12+5+1/adjacent enemy
Atk vs. AC
Zombie Rotter 6 =11
Zombie Rotter 2 = 25
Zombie 3 = 24
Dmg = 9
If any of them are killed, Roar of Triumph (each target in within 5 takes -2 to all defenses until the end of your next turn. )
EricStratton
18th September 2009, 10:07 AM
Round 1 con't:
Jagged dashes (Combat Sprint) into the middle of the zombies. Zombie Rotter 6 and Zombie 3 take a swing as him as he passes between them. The zombie misses (17 vs 16+4 AC) but the rotter connects despite Jagged being hunched over and shoving the creature out of the way (23 vs 16+4 AC). The wound is minor, though (41-5=36 HP).
Jagged then pirouettes (Great Cleave), axe in hand. Zombie Rotter 2 loses its head (dead) and Zombie 3 loses part of its arm (9 dmg).
Jagged watches as the rotter's head spins through the air. When it lands he lets out a Roar of Triumph that affects all the zombies in the room (-2 to all DEF until EoNT-Jagged-R2).
Shaken by the roar but not deterred all of the zombies and zombie rotters converge on Jagged. "Braaaaaaains," they moan. Zombie 1 attempts to grab Jagged but its arm drops off squiggling a bit as it his the floor (natural 1). But Zombie 2 keeps its arms and locks Jagged up with a big, strong bear hug (20 vs 13 REF). Jagged struggles against the disgusting, rotting arms of the zombie but is unable to escape.
(Jagged is immobilized.
A grabbed victim can escape by taking a move action and making a successful Athletics check vs. Fortitude or a successful Acrobatics check vs. Reflex against the grabber. If an escape attempt succeeds, the victim can shift as part of the same action.)
Zombie 3 swings and easily hits (19 vs 16 AC) the immobilized barbarian (36-5=31 HP).
The zombies end up boxing out Rotter 4. It ignores the thrashing barbarian and tries to slip past to get a shot in (C7). Jagged gets an arm free and quickly whips his axe around at the rotter. Another head goes bouncing away (OA: 19 vs AC-2 = dead).
Out of the three remaining rotters, two of them manage to their get licks in (17, 18 vs 16 AC) bloodying Jagged's nose. (31-5-5=21 HP, bloodied).
Mazirith makes a standing broad jump and only clears 5'. He lands squarely on the rune and...nothing. He looks up at Greebo and gives him a small shrug.
Mazirith then moves to just outside the room (B10).
Sagar double times it to come to Jagged's aid (C11). He too attempts to jump the rune and fails ("Blast this bulky armor!") but no alarm sounds.
[-]Farthest I could get you w/ speed 5 and a double move (remembering that we can't cut these corners) is E11 (or E10).[/-]
http://www.primeaxiom.com/rpgt/scene.asp?ID=ki67pexxo8ibv2u1lh95b9cqhfbsg3oqq4zpf oxgsznahreef87di55v8eisl8ifInitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used18Cilene34/340190-18Greebo38/400170Grabbed (Zombie 2)13Rend36/360190-11Jagged21/4301110Bloodied; 10Zombie 10????-2 to all DEF until EoNT-Jagged-R2?10Zombie 20????-2 to all DEF until EoNT-Jagged-R2?10Zombie 39????-2 to all DEF until EoNT-Jagged-R2?7Zombie Rotters0????-2 to all DEF until EoNT-Jagged-R2?3Mazirith43/4301110-2Sagar32/340192-
Shiz
18th September 2009, 10:26 AM
Maz moves to B10 for his standard action.
Sagar
18th September 2009, 10:36 AM
I was running which adds +2 to each move or 14 spaces total.
Greebo
18th September 2009, 10:48 AM
I'll move to b10 or 11, whichever is open. Throw a (minor) curse on rotter 6 and an EB +5 vs. ref. (standard). Then as a free action I'll use the qc rod (which somehow fell off my char sheet, hmm) on Zombie 1.
Greebo
18th September 2009, 10:49 AM
And that rotter will just stick its tongue out at me ...
Moonshadow
18th September 2009, 11:49 AM
Round 2
Okay Jagged, lets finish this fast. This might sting a little.
Scorching burst on C6.
ZR 6 - 14 vs reflex
Z 3 - 19 vs reflex
Z2 - 19 vs reflex
ZR 3 - 8 vs reflex
AR1 - 18 vs reflex
Z1 - dodges nimbly
Jagged is stunned that I would do this to him - 25 vs reflex
All for 7 pts of fire dmg.
Finish off by moving to B7.
Greebo
18th September 2009, 12:12 PM
If Moon has killed rotter 6 some other rotter can stick its tongue at me and get my curse. No other change.
EricStratton
18th September 2009, 12:15 PM
Maz moves to B10 for his standard action.
I was running which adds +2 to each move or 14 spaces total.
Oh you meant "run" literally. Gotcha.
My post and the map has been updated with both moves.
Moonshadow
18th September 2009, 12:36 PM
If Moon has killed rotter 6 some other rotter can stick its tongue at me and get my curse. No other change.
if my calculations are correct Rotter 3 and likely all zombies are still alive. And I guess my move gives Jagged an attack of opportunity in case I've really pissed him off ;)
Greebo
18th September 2009, 03:22 PM
ES told me to roll damage so...
1d10 + 4 + 1d6 = 13 dmg
EricStratton
18th September 2009, 03:43 PM
Start of Round 2:
Cilene apologizes to Jagged in advanced and then casts Scorching Burst on him. Jagged's eyes grow wide and he stifles a scream as the magical fire consumes him (21-7=14 HP, still bloodied) and spreads outward igniting all three of the zombie rotters (2, 6, and (thanks to Roar) 3 = dead), leaving two of the zombies (2 and 3) lightly charred (2: 7 dmg, 3: 9+7=16 dmg), and burning itself out before getting to Zombie 1.
Happy in her pyromaniac ways she moves in behind Jagged (B7). She crosses another set of runes and these too appear to be deactivated. It seems that when the first set was initially triggered the rest shut down.
Greebo moves behind Mazirith (B11), throws a curse on Zombie 3, and then follows that up with an Eldritch Blast. The zombie is falling apart and doesn't move as fast as it once did. It's too slow to duck behind the corner, and the Blast hits the zombie (11-2(cover) vs REF-2) blowing away a chunk of its trunk bloodying it (16+13=29 dmg, bloodied).
Finishing up, Greebo uses his rod to curse Zombie 1.
Rend...
Jagged...
(Rushed this (off to the doctor) so let me know if I messed up.)
http://www.primeaxiom.com/rpgt/scene.asp?ID=ki67pexxo8ibv2u1lh95b9cqhfbsg3oqq4zpf oxgsznahreef87di55v8eisl8ifInitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used18Cilene34/340190-18Greebo38/400170Grabbed (Zombie 2)13Rend36/360190-11Jagged14/4301110Bloodied; 10Zombie 10????-2 to all DEF until EoNT-Jagged-R2; Cursed (Greebo)?10Zombie 27????-2 to all DEF until EoNT-Jagged-R2?10Zombie 329????Bloodied; -2 to all DEF until EoNT-Jagged-R2; Cursed (Greebo)?3Mazirith43/4301110-2Sagar32/340192-5 to attack rolls until SoNT-Sagar-R2
Greebo
18th September 2009, 03:52 PM
Pretty sure you meant for Jagged to be grabbed since Z2 is about 5 squares from me... ;)
Shiz
18th September 2009, 04:22 PM
Rend:
Move: move and jump over the runes to C7 (Athletics +3= 5)
Ok, now what? Am I at C9 with no move action left or did I trigger the thing? Need DM input before I start rolling attack dice.
Greebo
18th September 2009, 04:29 PM
Rend:
Move: move and jump over the runes to C7 (Athletics +3= 5)
Ok, now what? Am I at C9 with no move action left or did I trigger the thing? Need DM input before I start rolling attack dice.
Answered already.
Shiz
18th September 2009, 04:42 PM
Then assuming Rend flopped at C9, he will
minor: wild shape out of beast form, free shift to B8
Std: Chill Wind at E6, +7 vs FOR, d6+1, slide 1
Zombie 2: 13 vs FOR, 5dmg, slide to E6
Zombie 3: 18 vs FOR, 5dmg, slide to E7
EricStratton
18th September 2009, 09:05 PM
Round 2 con't:
Rend jumps behind Cilene, morphs into his shifter form (B8), and conjures a great winter storm in the room. Both Zombies 2 and 3 are blown backwards (13, 18 vs FORT -2; 2 to E6; 3 to E7) and suffer from a mild case of frost bite (2: 7+5=12 dmg; 3: 29+5=34 dmg). Zombie 2 loses its grip on Jagged freeing the barbarian.
Jagged...
http://www.primeaxiom.com/rpgt/scene.asp?ID=ki67pexxo8ibv2u1lh95b9cqhfbsg3oqq4zpf oxgsznahreef87di55v8eisl8ifInitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used18Cilene34/340190-18Greebo38/400170-13Rend36/360190-11Jagged14/4301110Bloodied; 10Zombie 10????-2 to all DEF until EoNT-Jagged-R2; Cursed (Greebo)?10Zombie 212????-2 to all DEF until EoNT-Jagged-R2?10Zombie 334????Bloodied; -2 to all DEF until EoNT-Jagged-R2; Cursed (Greebo)?3Mazirith43/4301110-2Sagar32/340192-5 to attack rolls until SoNT-Sagar-R2
noptov52
21st September 2009, 01:15 PM
Minor: Longtooth Shifting (+2 dmg rolls, while bloodied 2 regen)
Standard: Hammer Fall vs. Zombie 1 (Str vs. FOR Hit: 2W + Str dmg and you knock the target prone.)
Move: Shift B5
Atk: 11 vs. For
Dmg: 14
EricStratton
22nd September 2009, 10:21 AM
Round 2 con't:
Jagged growls at the sight of his blood dripping off the tip of his nose (Longtooth Shifting (+2 dmg rolls, while bloodied 2 regen)). Then he drops his axe on Zombie 1 like a hammer and pirouettes between the zombie and the wall (B5). The zombie is still shaken from Jagged's Roar and (11 vs FORT-2) gets whacked with the axe and falls over from the blow (14 dmg, prone).
Zombie 1 lurches up from the ground. It's painful to watch in its inelegance. It lunges at Jagged in an attempt to get the barbarian in another bear hug but Jagged easily (7 vs 13 REF) sidesteps the flailing arms.
Zombie 2 shuffles forward (C6) and is able to wrap the wily Cilene up in its disgusting arms (20 vs 16 REF; grabbed).
Zombie 3 follows "quickly" behind its "friend" and (24 vs 16 AC) throws a vicious right into Cilene's jaw (34-12=22 HP).
Mazirith...
Sagar...
http://www.primeaxiom.com/rpgt/scene.asp?ID=ki67pexxo8ibv2u1lh95b9cqhfbsg3oqq4zpf oxgsznahreef87di55v8eisl8ifInitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used18Cilene22/340190Grabbed18Greebo38/400170-13Rend36/360190-11Jagged14/4301110Bloodied; +2 dmg rolls, while bloodied 2 regen (Longtooth Shifting)10Zombie 114????Cursed (Greebo)?10Zombie 212????-?10Zombie 334????Bloodied; Cursed (Greebo)?3Mazirith43/4301110-2Sagar32/340192-5 to attack rolls until SoNT-Sagar-R2
Greebo
22nd September 2009, 10:26 AM
I think I'll go with Witchfire on Zombie 3 this round, if it's still alive. Otherwise, zombie 2 gets a curse then a witchfire.
+4 vs. ref; 2d6+3+1d6(curse) and the target takes a -6 to hit penalty till the end of my next turn.
Hey, look, a 10. Zombies aren't very reflexive, so just in case...
Quervo
22nd September 2009, 11:02 AM
Maz will move to C8, and attack Zombie 3 with a luring strike, 25 vs AC, 6 damage. Not shifting target unless it dies and then I will use my shift to move in to the space it died in.
Marking either Z2 if Z3 lives or Z1 if Z3 dies
Moonshadow
22nd September 2009, 11:56 AM
Round 3
Move action - Free myself, acrobatics 15 vs reflex.
Presuming I'm free I'll draw my sword and show Greebo I know how to use it
If Z3 is still alive hit him, if not Z2.
14 vs AC for 12 pts of dmg.
Greebo
22nd September 2009, 12:03 PM
ES what do we see to the east of this room?
EricStratton
22nd September 2009, 02:34 PM
ES what do we see to the east of this room?
You see a lich. No, wait. Not a lich, a hallway.
http://www.primeaxiom.com/rpgt/scene.asp?ID=ki67pexxo8ibv2u1lh95b9cqhfbsg3oqq4zpf oxgsznahreef87di55v8eisl8if
Greebo
22nd September 2009, 02:41 PM
I shoot the lich!!! Erm..hallway! LOOK OUT! HALLWAY!!!
Sagar
23rd September 2009, 12:05 PM
Sagar will move to C8 and turn undead (close burst 2, +5 vs Will, D10+3 radiant damage, push 5 squares. Immobilized until EoNT.)
Zombie 2: 21 vs Will, 6+5 damage, push to C2
Zombie 3: 9 vs Will, 6+5 damage, push to C1 (or maybe not).
EricStratton
23rd September 2009, 12:31 PM
Round 2 con't:
Mazirith steps up to Zombie 3 (C8). It's attention fully on Cilene it doesn't even realize it's dead (again) as Mazirith's sword cuts (25 vs AC) the remaining gore out of its chest (34+6=dead). Mazirith steps over the dead body pleased with his work (shift to C7) and marks Zombie 1.
Sagar moves up behind Mazirith (C8) and casts Turn Undead on Zombie 2 (you missed the second roll anyway). The divine fire burns especially hot when it touches the zombie (21 vs WIL) and chunks of rotting flesh liquefy and drip to the ground (12+11=23 dmg, bloodied).
End of Round 2
Start of Round 3
Cilene twists and turns and, despite the magically powerful grasp of the Zombie, she's able to kick it in the gut and wrench herself free (no longer grabbed).
She then flicks her hair back and draws her sword all in one smooth motion. With a wink at Greebo her blade flashes before Zombie 2 (14 vs AC) just piercing its defenses and cutting out a good portion of its face (23+12=35, bloodied).
Greebo, not to be outdone by a girl, curses Zombie 2 and then casts one of his more powerful spells, Witchfire, on it. The spell's a bit off target but the zombie's joints are filled with dirt and it can't dodge the fiery bolt in time (10 vs REF). The undead creature's dry skin goes up in flames. It flails about for a bit and then collapses in a heap of stinky leftovers (35+11=dead).
Rend...
Jagged...
Rend is AFK until 3pm EST or so and I assume Jagged's getting his groove on. If someone would like to move for them, please do so.
http://www.primeaxiom.com/rpgt/scene.asp?ID=ki67pexxo8ibv2u1lh95b9cqhfbsg3oqq4zpf oxgsznahreef87di55v8eisl8ifInitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used18Cilene22/340190-18Greebo38/400170-13Rend36/360190-11Jagged14/4301110Bloodied; +2 dmg rolls, while bloodied 2 regen (Longtooth Shifting)10Zombie 114????Cursed (Greebo); Marked (Maz)?3Mazirith43/4301110-2Sagar32/340192-
Greebo
23rd September 2009, 12:38 PM
When zombie 2 dies, I'd like to teleport to my current square. Just for fun. :)
Greebo
23rd September 2009, 12:41 PM
Rend will shape change, charge, and pounce.+7 vs REF, d8+5, Hit: target grants CA to the next attack before the end of my next turn. Can be used as a melee basic attack when charging (+8 vs REF).
Jagged will Recuperating Strike, +9 vs AC, d12+5, Hit: you gain temporary 3 (CON) hit points If you are raging, you gain 8 (5+CON).
Greebo
23rd September 2009, 12:42 PM
Wow, ok, Greebo is forbidden from ever moving Jagged and/or Rend again.
EricStratton
23rd September 2009, 12:53 PM
Round 3 con't:
Rend and Jagged both swing their paws/arms wildly managing to miss the only target in the room.
Zombie 1, it's attention caught by Mazirith, shifts over and takes a swing at the swordmage who easily ducks under the slow moving blow (12 vs 22 AC).
Mazirith and Sagar...
Greebo
23rd September 2009, 12:56 PM
When my turn rolls around, take 3 steps forward, and EB +5 vs. ref, d10+4+d6
11 dam
Must have been Rend and Jagged's bad mojo...
noptov52
23rd September 2009, 01:16 PM
As a FYI: I have class from 9 to noon on Monday/Wednesday/Friday and 1:20 to 2:30, on Tuesday / Thursday it is 10 to noon. On MWF I stop back by my townhouse after class (building is nearby), so I can usually do Jagged's turn then (and roll better than Greebo :P)
Greebo
23rd September 2009, 01:26 PM
*I* roll just fine. Its Jagged's roll that sucked. ;)
Sagar
23rd September 2009, 01:46 PM
My last attack should have pushed the zombie to the wall and immobilized it until EoNT.
Sagar will shoot a lance of radiant energy at the zombie (+5 vs Ref, D8+3, +2 attack to Cilene).
(Minor) Healing word to Jagged (+3+d6): 18 total
20 vs Ref to Zombie
5 damage + 5 radiant = 10
+2 to Cilene's next attack.
Quervo
23rd September 2009, 01:54 PM
Maz will make a Luring Strike against the last zombie.
Start with a shift to C6
+9 vs AC - 21 vs AC, 3 damage
will use the free shift to move to D7, and move the zombie to C6
EricStratton
23rd September 2009, 03:17 PM
Sagar: My last attack should have pushed the zombie to the wall and immobilized it until EoNT.
Me: True. Well, it's dead anyway. Sorry.
--
Round 3 con't:
Mazirith spins around Zombie 1 (24 vs AC) slicing it in the arm (14+3=17 dmg) and shoves it in the back forcing it forward (C6).
Sagar shoots a Lance of radiant energy at the zombie blowing a good sided hole in its chest (17+10=27 dmg, bloodied) and granting a blessing to Cilene (+2 to next attack on Zombie 1). Then he takes a quick moment to heal Jagged (14+18=32 HP).
End of Round 3
--
Start of Round 4:
Cilene...
Greebo takes 3 steps forward (B8) casts Eldritch Blast on the zombie. It hits the slow mover easily (23 vs REF) and puts the zombie on the edge of Death's Door (again) (27+11=38 dmg, bloodied).
Rend...
Jagged...
noptov52
23rd September 2009, 03:48 PM
Std: Recuperating Strike, +9 vs AC, d12+5
Atk: Natural 20
Dmg: 27 = 12 + 5 + 2 + 8
If there is any enemy left in melee range:
Free: Rampage Strike
Atk: 12 vs AC
Dmg: 15
Greebo
23rd September 2009, 03:54 PM
Ok, so Jagged cut the last zombie in threes.
Search the bodies. Search the room here and the hallway adjacent.
And where do those stairs go?
Shiz
23rd September 2009, 04:46 PM
Wow, ok, Greebo is forbidden from ever moving Jagged and/or Rend again.
LOLLERCATS!
EricStratton
23rd September 2009, 09:05 PM
Jagged does indeed cut the last remaining zombie in three (natural 20; 38+lots=very dead).
End of encounter
125 xp / person for defeating the zombies in the Crypt of Shadows.
EricStratton
23rd September 2009, 09:19 PM
Greebo looks over the bodies, afraid to touch them. Unfortunately, these were poor zombies and had nothing but their raggedy clothes.
He peaks into the eastern hallway and see that it turns south and joins the other hallway. As the group heads to the stairs, Rend's ears perk up.
http://www.primeaxiom.com/rpgt/scene.asp?ID=ki67pexxo8ibv2u1lh95b9cqhfbsg3oqq4zpf oxgsznahreef87di55v8eisl8if
Rend
You absently glance down the eastern hallway and spot something not quite right about the wall (L4 and L5). The rocks that make up that part of the wall line up just a little too straight to not have been done on purpose.
Shiz
23rd September 2009, 11:40 PM
"Hold on. I see something wrong with the east wall."
Rend heads over to examine more closely - up, down, all around! - looking for an opening mechanism.
EricStratton
24th September 2009, 07:51 AM
Rend looks at the wall closely. He runs his fingers in a groove here and a groove there. He holds his hand in front of the wall feeling for air.
Rend
It's definitely a door built into the wall, but it's locked.
Shiz
24th September 2009, 08:47 AM
Look all around for an opening or unlocking mechanism.
Perception +10 = 15
"This door is locked. Do we have a lockpicker in the group?"
EricStratton
24th September 2009, 09:23 AM
Rend checks the wall and surrounding area.
Rend
You don't find any sort of opening or unlocking mechanism. You do find what could be a keyhole, though.
Shiz
24th September 2009, 09:28 AM
What about the floor and ceiling? Perception = 18
EricStratton
24th September 2009, 10:09 AM
Rend searches the floor and ceiling closely.
Rend
You check the ceiling and, there! A switch to...no, wait. It's just a root coming through the stonework. You find nothing.
EricStratton
24th September 2009, 11:11 PM
Having been informed of Cilene's extended outage:
Rend
You look at the root in the ceiling again. "Wait a minute. This is the root of Poa pratensis. That doesn't grow this far north!" It appears to be a switch. It must control the door!
Shiz
24th September 2009, 11:15 PM
Jagged, can you reach that?
Greebo
25th September 2009, 12:15 PM
Is rend actually saying that aloud? I guess so because Rend just asked Jagged if he could reach it. Can I? If so, I manipulate the root/switch.
Shiz
25th September 2009, 12:28 PM
"Someone jump up and grab that root looking door switch."
Greebo
25th September 2009, 12:39 PM
o.O What the hell do you think I just said I was going to do?
EricStratton
25th September 2009, 03:48 PM
Greebo pushes the more athletic members of the party aside. He lifts his robe a bit and jumps just high enough that you could slide a piece of parchment under his feet. But it's enough and he gives the root a *whack*.
The secret door slides open to reveal a small, bare room. If this hidden room once held treasure, someone has apparently emptied the place of valuables.
New map:
http://www.primeaxiom.com/rpgt/scene.asp?ID=k757yqfxgli6ickbk8yx7qgszfdji1d5b42fk ebprreyljn26l94j8fh82jmfxyg
Note that the secret door was at D3 and D4. This part of the map corresponds to the corner of J4-J5 to L4-L5 on the last map:
http://www.primeaxiom.com/rpgt/scene.asp?ID=ki67pexxo8ibv2u1lh95b9cqhfbsg3oqq4zpf oxgsznahreef87di55v8eisl8if
Rend
Faint moans are audible from the east, but their origin is unclear. You also notice the wall on the far end of the chamber seems to shimmer and jump ever so slightly.
Shiz
25th September 2009, 04:04 PM
"Watch out for a false wall ahead. It might be an illusion. I also hear moaning that might be more zombies."
Greebo
25th September 2009, 04:07 PM
I think detecting an illusion is insight so...
Examine the wall closely to see if I really believe it's real:
Insight +7
Shiz
25th September 2009, 04:11 PM
Rend will load and fire his sling at the shimmering wall.
EricStratton
25th September 2009, 04:39 PM
Rend points Greebo to the shimmering wall who takes a good hard look at it.
Insight 16 vs hard DC: You're not sure exactly *why* you believe so, but you're positive the wall is an illusion. There's just something not right about it.
Rend loads and fires his sling at the wall. The surface offers no resistance. The stone disappears from view, but the wall is still visible.
Greebo
25th September 2009, 04:58 PM
I'll stick my head CAREFULLY through the wall - slowly in case it's actually solid. Don't want to chip my horns. I also want to do it very carefully to avoid detection:
Stealth + 4
EricStratton
28th September 2009, 12:43 PM
Greebo
You stick your head slowly through the wall illusion. You move through it as though it were not present. You find yourself looking into a larger chamber. Staring back at you are the snarling faces of two Gravehounds. In the back of the room the ghostly figure of a tall man hovers smiling at you. He waves his transparent sword hello. Next to the ghost is another apparition and a disgusting zombie looking creature unlike any of the undead you've seen to date.
You turn your head to look back at the group and realize, from this side of the illusion, the wall is completely transparent. They've been watching you the whole time.
"Greetings, brigand," the man says pleasantly as he motions the other creatures in the room to attack.
The group watches as Greebo's head disappears through the wall. They hear a man say "Greetings, brigand."
The wall, from where you all are standing, blocks line of sight but not line of effect. I'm going to assume Greebo explains, very quickly, where he initially saw all the mobs so they now exist on the map. But from this point on, unless someone is behind the wall illusion, you won't be sure where any of the mobs are. If the mobs move and no one can see them, Rend (w/ his super high passive perception) might hear it but you won't know where they are moving to. On the map, the curtain represents the wall illusion.
You can stick your head through the wall to take a look around but you'll incur an OA if you happen to be adjacent to a mob.
Speaking of the map, I'm working on getting new counters for the mobs.
http://www.primeaxiom.com/rpgt/scene.asp?ID=k757yqfxgli6ickbk8yx7qgszfdji1d5b42fk ebprreyljn26l94j8fh82jmfxyg
Roll initiative.
Shiz
28th September 2009, 01:00 PM
Rend Init +4 = 10
Greebo
28th September 2009, 01:11 PM
"CHARGE THE WALL! RIGHT THE **** NOW!"
Initiative +2 ( I think)
Greebo
28th September 2009, 01:12 PM
Knowledge checks - assuming undead = religion:
Ghost man
Ghostly thing
Zombie thing
all +5
Moonshadow
28th September 2009, 01:39 PM
Initiative 27
EricStratton
28th September 2009, 01:39 PM
Greebo
You deduce the ghostly thing (not the man. You don't know what the man is) is a Specter. It constantly emits a freezing cold aura that throws off the defenses of nearby enemies. It's touch is like death and every once in a while it can assault the minds of nearby enemies causing pain great enough to drop you to the ground. As if that wasn't enough the Specter can turn invisible, fly, and phase.
Phase - ignore difficult terrain and move through obstacles and other creatures, but it must end its movement in an unoccupied space.
You recognize the zombie thing as a Ghoul. They are super fast. If they manage to claw you, the rot under their nails quickly gets into the bloodstream causing paralysis. And beware to those that are paralyzed or unconscious. The Ghoul will go right for the jugular.
Sagar
28th September 2009, 01:43 PM
Init, +0
Greebo
28th September 2009, 01:49 PM
Can I/We determine if the wall can be dispelled, and if so, what kind of roll would that be and what kind of action, just to figure out if its possible?
Quervo
28th September 2009, 02:32 PM
knowledge history on ghost boy... +12 (19)
ini +2 (9)
EricStratton
28th September 2009, 03:02 PM
Quervo
While Greebo isn't able to figure out what the creature is, he explains it well enough that you're able to recognize the man as a former Lieutenant of the Keep. You're not sure what he's become though and you don't remember his name.
A monster knowledge check of the ghostly man requires a Religion or Nature check.
EricStratton
28th September 2009, 03:03 PM
Can I/We determine if the wall can be dispelled, and if so, what kind of roll would that be and what kind of action, just to figure out if its possible?
I'll take Arcana or Insight to determine if it can be dispelled and, if so, how.
Shiz
28th September 2009, 03:15 PM
Rend:
Insight on illusion +10 = 29
Nature on Ghost Man +10 = 30
!!!!!!
EricStratton
28th September 2009, 04:25 PM
Rend
You're pretty sure you know how to "turn off" the wall but then you get the mother of all hunches and you're sure that this other, much simpler incantation will do the trick.
DC smashed to bits allowing a much easier Arcana DC to disable the wall.
With your brain working in overdrive, you turn your attention to the description Greebo gave you of the ghost man. You're certain it sounds like a Phantom Master, an elite soldier. He's good with that sword of his and can periodically verbally flay groups of people causing mental harm and drawing everyone's attention to him.
He's immune to disease and poisons and he's insubstantial - he takes half damage from all sources. You're shocked to discover he's not sensitive to holy sources. Your knowledge of this form of ghost runs so deep you know his defenses are all quite formidable but his fortitude has diminished over time.
noptov52
28th September 2009, 04:33 PM
Init = 21 (19 +2)
Shiz
28th September 2009, 04:43 PM
Rend shares what he knows with the group (please read it for yourselves) and looks at Maz or Cilene to disable the illusion as soon as possible.
EricStratton
28th September 2009, 04:49 PM
Round 1:
The ghoul screams and charges Greebo its arms flailing wildly. It's on top of Greebo in an instant, and it easily rips through Greebo's robe (20 vs 16 AC) tearing into his chest (38-10=28 HP). The putrid rot on its fingers seeps into Greebo's skin causing his legs to stop responding (immobilized (Save Ends)).
Cilene...
http://www.primeaxiom.com/rpgt/scene.asp?ID=k757yqfxgli6ickbk8yx7qgszfdji1d5b42fk ebprreyljn26l94j8fh82jmfxygInitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used28Ghoul0????-?27Cilene22/340190-25Specter0????-?24Phantom Master0????-?21Jagged32/4301100-20Gravehounds0????-?18Greebo28/400170immobilized (SE)10Rend36/360190-9Mazirith43/4301110-8Sagar32/340192-
Greebo
28th September 2009, 05:06 PM
I'm also going to share my knowledge.
Greebo
28th September 2009, 05:06 PM
Will arcana to disable the wall be a standard action? Is that modifier only for Rend?
Shiz
28th September 2009, 05:09 PM
I can tell you what I learned with my insight roll and give you both an easier DC.
Greebo
28th September 2009, 05:20 PM
That's for ES to decide, Shiz.
Shiz
28th September 2009, 05:24 PM
DC smashed to bits allowing a much easier Arcana DC to disable the wall.
Just interpreting this.
Greebo
28th September 2009, 05:29 PM
Yes, but you aren't in a position to know with certainty whether the modifier is for you alone based on insight or whether you can share the bonus with the group. ES is the only one who can answer the questions I asked with certainty.
Moonshadow
28th September 2009, 05:30 PM
Well lets make a decisive start.
First of all, Arcana check +13 to disable the wall
If this is NOT a standard action, I'll continue with
Standard: Freezing Cloud centred on I5
Oh what the heck, if it was a standard action I'll use my AP.
Wall should come down with a crash with an arcana check of 28 (25 if the glasses do not apply)
GH1 - 26 vs fort
GH2 - 12 vs fort
Spectre - 16 vs fort
PMaster - 11 vs fort
Ghoul - 19 vs fort.
13 points of dmg for all hits and half (7?) for all misses.
The cloud remains until the end of my next turn, so please attack from outside the radius Area burst 2 from I5.
Greebo
28th September 2009, 07:18 PM
Cilene - I think you mean I4 for the center of your cloud
Moonshadow
28th September 2009, 07:31 PM
You are correct.
EricStratton
28th September 2009, 09:24 PM
The reduced DC was indeed for the party. And taking down the wall requires(ed) a standard action. It'll be gone in just a sec, tho.
Round 1 con't:
Cilene listens to Rend's detailed explanation of his hunch regarding the illusion and gives a nod. She decides to use the harder incantation anyway because she's feeling feisty (crushed the DC again. No bonus for that this time, though). The illusion wavers for a brief moment; Jagged gasps in wonderment. "Preeeeetty." Then with a flash of light the wall disappears. The Phantom Master gives a nod to Cilene. He knows good work when he sees it.
Cilene follows that impressive display of Arcana by creating a Freezing Cloud inside the now not-so-hidden room (AP used). The cloud hurts all those inside it but is worst on Gravehound 1 (26 vs FORT), the Ghoul (19 vs FORT), and the Specter (16 vs FORT) (Gravehound 1 and Ghoul = 13 dmg; Gravehound 2 (miss) and Specter (hit and insubstantial) = 6 dmg (you round down); Phantom Master = 3 dmg (miss and insubstantial)).
Cilene, please roll another attack for the Cloud vs all the mobs except the Ghoul.
The specter avoids the worst of the Cloud (11 vs FORT) but is still hurt a little (6+2=8 dmg) then gets harder and harder to see until it disappears completely. Greebo listens closely but has no idea where the creature went (passive perc vs Steath = fail). He just knows where he last saw it (I2).
The Phantom Master is only slightly annoyed by the Cloud (15 vs FORT; 3+2=5 dmg) then raises his sword and points it at Sagar and those around him. "You are spineless maggots unworthy of cleaning my boots!" Greebo laughs at the taunts. "Mazirith, do you believe this guy?!" Greebo turns around and to his surprise sees the rest of his companions cowering in fear and apologizing to the ghost.
I swear these are the numbers I rolled. :eek!:
Namevs WILResultEffectCilenenatural 2022-13=9 HP, bloodiedmarked by Phantom MasterSagar2935-8=27 HPmarked by Phantom MasterRendnatural 2036-13=23 HPmarked by Phantom MasterMaz1943-8=35 HPmarked by Phantom MasterJaggednatural 2032-13=19 HP, bloodiedmarked by Phantom Master
Then the Phantom walks up to Greebo and (AP used) pulls out his sword. Even though his legs are stuck in place Greebo is able to duck the phantom sword just in time (14 vs 16 REF).
Jagged...
http://www.primeaxiom.com/rpgt/scene.asp?ID=k757yqfxgli6ickbk8yx7qgszfdji1d5b42fk ebprreyljn26l94j8fh82jmfxygInitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used28Ghoul13????-?27Cilene9/340090Bloodied; marked by Phantom MasterFreezing Cloud25Specter13????-?24Phantom Master3????-?21Jagged19/4301100Bloodied; marked by Phantom Master20Graveound 113????-?20Graveound 26????-?18Greebo28/400170immobilized (SE)10Rend23/360190marked by Phantom Master9Mazirith35/4301110marked by Phantom Master8Sagar27/370192marked by Phantom Master
Greebo
28th September 2009, 11:11 PM
Wow. This went bad fast.
Moonshadow
28th September 2009, 11:19 PM
Seriously
Second set of attacks as requested,but god they suck
GH1 11
GH2 17
Ghoul 11
PM 15
For 10pts, 5pts or 2 pts.
Shiz
29th September 2009, 08:35 AM
Rend Round 1:
Minor: Wild Shape out of Beast Form (not using the shift)
Std: Faerie Fire at H5
Attack: WIS vs WIL, Area Burst 1 within 10
Hit: The target is slowed and grants combat
advantage (save ends both).
Aftereffect: 3d6 + Wisdom modifier (+4)
radiant damage, and the target grants combat
advantage until the end of your next turn.
Miss: 1d6 + Wisdom modifier (+4) radiant
damage, and the target grants combat advantage
until the end of your next turn.
Attacks: 11 vs hound 2, 14 vs ghoul, 21 vs master
miss dmg: 6 radiant
aftereffect dmg: 12 radiant
The aftereffect stuff happens after a successful save.
ES, you can roll for the specter if he got caught.
Greebo, I will be afk until the afternoon so you can change the location of the burst if you have a better place.
EricStratton
29th September 2009, 09:58 AM
Seriously
Second set of attacks as requested,but god they suck
GH1 11
GH2 17
Ghoul 11
PM 15
For 10pts, 5pts or 2 pts.
Updated the round w/ the (missed) attacks on the specter (used the ghoul roll) and Phantom Master.
noptov52
29th September 2009, 04:27 PM
Move: F4
Standard: Great Cleave +9 vs AC, d12+5+1/adjacent enemy
Atk:
Gravehound 1 = 27 vs. AC
Phantom Master = 22 vs. AC
Ghoul = 18 vs. AC
Dmg = 17
EricStratton
29th September 2009, 05:38 PM
Round 1 con't:
Jagged confronts the Phantom Master (F4) and swings his axe in a great arc. Gravehound 1 is slashed across its face causing blood to gush out on to the floor (13+17=30 dmg, bloodied). The axe continues its path through the Phantom Master (5+8=13 dmg) and stops when the Ghoul holds up its arm and blocks the shaft (18 vs AC = miss).
Gravehound 1 shifts over (to F3) and slips on its own blood causing its massive jaws to snap down on nothing instead of Jagged (9 vs 16 AC).
On the other side of the room, Gravehound 2 slams its head into Greebo (18 vs 17 AC) knocking him to the ground (prone). Then it bites down hard on his arm hitting a major blood vessel (28-8=20 HP, bloodied). Greebo's hand turns black and starts to burn (5 ongoing necrotic dmg (SE)).
Greebo...
Rend... (I have your move above. Feel free to change it before Greebo posts his.)
Maz...
Sagar...
http://www.primeaxiom.com/rpgt/scene.asp?ID=k757yqfxgli6ickbk8yx7qgszfdji1d5b42fk ebprreyljn26l94j8fh82jmfxygInitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used28Ghoul13????-?27Cilene9/340090Bloodied; marked by Phantom MasterFreezing Cloud25Specter8????-?24Phantom Master13????-?21Jagged19/4301100Bloodied; marked by Phantom Master20Graveound 130????Bloodied; ?20Graveound 26????-?18Greebo20/400170Bloodied; prone; immobilized (SE); 5 ongoing necrotic dmg (SE)10Rend23/360190marked by Phantom Master9Mazirith35/4301110marked by Phantom Master8Sagar27/370192marked by Phantom Master
Greebo
29th September 2009, 06:19 PM
Minor: Curse the ghoul
Move: Etherial Stride - teleport to c5 - +2 all DEF EONT
Standard: Pipes of Winter - +4 vs. fort; 2d6+3 cold dmg and target immobilized EONT AND each enemy adjacent to target is slowed, EONT + 1d6 curse
-2 for attacking prone
17+4-2=19 vs. fort
15 damage
Free action: use wand to curse Phantom Master
Action point: Witchfire on Phantom Master+4 vs ref; 2d6+3+1d6 and target has -6 to all attacks, EONT
Oh well, PIpes worked well!
EricStratton
29th September 2009, 06:30 PM
Greebo, need a couple of STs from you (immobilized and ongoing dmg).
EricStratton
29th September 2009, 06:47 PM
Round 1 con't:
Greebo's hand continues to aches (ongoing dmg: 20-5-15 HP, still bloodied). He looks up from his spot on the floor and utters a foul curse befitting the Ghoul and Phantom Master. With an eye on survival he then teleports out into the hallway (C5; +2 DEF EoNT). He doesn't even bother to get up casting Pipes of Winter from his stomach. The spell washes over the Ghoul (19 vs FORT) freezing its feet in place (13+15=28 dmg, immobilized) and impairing the movement of the Phantom Master and Gravehound 2 (Slowed until EoNT-R2-Greebo).
Greebo finishes up by trying to continue the stomach casting (AP used) but it's such an uncomfortable position he flubs the Witchfire spell (6 vs REF).
Rend Wild Shapes out of Beast Form and casts Faerie Fire (at H5) on the Phantom Master, Ghoul, and Gravehound 2. The Ghoul's head starts to hurt immediately but the holy light causes its head to burn extra bright and blood pours out if its nose and eyes (14 vs WIL = miss; 28+6+5 (vuln)=39 dmg, bloodied, grants CA until EoNT-R2-Rend). Gravehound 2 and the Phantom Master just get a bit dizzy (11, 21 vs WIL = hit; slowed, grants CA (SE)).
Maz...
Sagar...
http://www.primeaxiom.com/rpgt/scene.asp?ID=k757yqfxgli6ickbk8yx7qgszfdji1d5b42fk ebprreyljn26l94j8fh82jmfxygInitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used28Ghoul39????Bloodied; Cursed (Greebo); Immobilized EoNT-R2-Greebo; grants CA until EoNT-R2-Rend?27Cilene9/340090Bloodied; marked by Phantom MasterFreezing Cloud25Specter8????-?24Phantom Master13????Cursed (Greebo); Slowed, grants CA (SE)?21Jagged19/4301100Bloodied; marked by Phantom Master20Graveound 130????Bloodied; ?20Graveound 26????Slowed, grants CA (SE)?18Greebo20/400070Bloodied; prone; immobilized (SE); 5 ongoing necrotic dmg (SE); +2 all DEF EoNT-R210Rend23/360190marked by Phantom MasterFaerie Fire9Mazirith35/4301110marked by Phantom Master8Sagar27/370192marked by Phantom Master
Greebo
29th September 2009, 07:56 PM
Saving vs. stuff
Greebo
29th September 2009, 07:56 PM
****
Shiz
29th September 2009, 08:11 PM
Spend you APs, everyone. We are getting close to a milestone, possibly.
Quervo
29th September 2009, 10:48 PM
Maz moves to F5, and uses Lightning Clash on the Ghoul and Phantom Master. Minor Action Maz marks the Phantom mast with his Aegis of Shielding. Drawing upon his memories Maz realizes this is a good time to strike again and uses an action point to use Dimensional Thunder against the Phantom Master and all adjacent targets
Lightning Clash
primary +9 vs AC, d8+6 lightning damage - Ghoul
19 vs AC, 14 lightning damage
Secondary +9 vs Reflex , d6+5 lightning damage- Phantom Master
20 Vs Reflex, 9 lightning damage
Dimensional Thunder (teleport 4 and attack, target takes primary damage and all adj enemies take ongoing 5 thunder damage save ends)
+9 vs Fort, 2d8+6 Thunder Damage (using Memory of a thousand lifetimes)
All adj enemies take ongoing 5 thunder damage
15 vs Fort, 17 Thunder damage to the Phantom master
EricStratton
30th September 2009, 10:42 AM
Round 1 con't:
Greebo fails to shake any feeling back into his legs or his hand (both saves failed).
Mazirith moves to the front lines (F5) and calls forth lightning from his sword. The Ghoul reaches out and blocks the sword causing the lightning to shoot past its head (19-2(marked by Phantom)+2(CA) vs AC). Perturbed but not put off Maz marks the Phantom.
Sagar starts to move when Maz says, "Ahahah. Not so fast, friend." (AP used) He calls forth a dimensional hole and steps through it appearing in the same spot (I assume. You gave no teleport location). The thunder clap from the hole opening hits the Phantom Master but he braces himself against it and is unaffected. Suddenly another wave from the hole closing washes over Phantom Master, Ghoul, and Gravehound 2 (all 5 ongoing thunder dmg (SE)).
Sagar...
http://www.primeaxiom.com/rpgt/scene.asp?ID=k757yqfxgli6ickbk8yx7qgszfdji1d5b42fk ebprreyljn26l94j8fh82jmfxygInitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used28Ghoul39????Bloodied; Cursed (Greebo); Immobilized EoNT-R2-Greebo; grants CA until EoNT-R2-Rend; 5 ongoing thunder dmg (SE)?27Cilene9/340090Bloodied; marked by Phantom MasterFreezing Cloud25Specter8????-?24Phantom Master13????Cursed (Greebo); Marked (Maz); Slowed, grants CA (SE); 5 ongoing thunder dmg (SE)?21Jagged19/4301100Bloodied; marked by Phantom Master20Graveound 130????Bloodied; ?20Graveound 26????Slowed, grants CA (SE); 5 ongoing thunder dmg (SE)?18Greebo15/400070Bloodied; prone; immobilized (SE); 5 ongoing necrotic dmg (SE); +2 all DEF EoNT-R210Rend23/360190marked by Phantom MasterFaerie Fire9Mazirith35/4300110marked by Phantom MasterDimensional Thunder8Sagar27/370192marked by Phantom Master
Shiz
30th September 2009, 10:50 AM
Hey Sagar, can you Turn Undead? :lowrazz:
Moonshadow
30th September 2009, 12:29 PM
Round 2
Standard: Second Wind +8
Rolling for ongoing freezing dmg
GH2 - 16 vs fort
PMaster - 23 vs fort
Ghoul - 7 vs fort.
13 pts of freezing dmg, 6/3
EricStratton
30th September 2009, 12:46 PM
Round 2
Standard: Second Wind +8
Rolling for ongoing freezing dmg
<snip>
I don't know why I originally told you to not roll freezing dmg for the Ghoul (way back in round 1 (http://www.legendsofwestwood.org/forum/showpost.php?p=259992&postcount=119)) but at the end of your turn the cloud goes away. So the rest of the rolls aren't needed. And I'm going to use the first dmg roll you rolled for me (here (http://www.legendsofwestwood.org/forum/showpost.php?p=259996&postcount=121)). To be fair I don't remember what the dmg roll was and if it was higher or lower.
Shiz
30th September 2009, 01:25 PM
Did our Arcane experts forget to try and dispel the illusion? Or did I miss it?
Greebo
30th September 2009, 01:33 PM
Did our Arcane experts forget to try and dispel the illusion? Or did I miss it?
You missed it.
Cilene listens to Rend's detailed explanation of his hunch regarding the illusion and gives a nod. She decides to use the harder incantation anyway because she's feeling feisty (crushed the DC again. No bonus for that this time, though). The illusion wavers for a brief moment; Jagged gasps in wonderment. "Preeeeetty." Then with a flash of light the wall disappears. The Phantom Master gives a nod to Cilene. He knows good work when he sees it.
Sagar
30th September 2009, 03:07 PM
Sagar, with a gleam in his eye, moves towards the fight (to E5). There, he focuses on his holy symbol and then on the undead before him. With holy glee, he unleashes radiant energy in a large burst, attempting to damage and turn those that face the group.
(Turn Undead: +5 vs Will, close burst 2, d10+3 radiant damage, each target push 3 and immobilized.)
GH1: 11 vs WIL
PM: 11 vs WIL
Ghoul: 25 vs WIL
GH2: 15 vs WIL
any unseen mob in blast: 14 vs WIL
7 radiant damage + radiant vulnerability to those hit, miss: 1/2 dmg, no push or immobolize
push 3 away from me and immobilized until EoNT to those hit.
EricStratton
30th September 2009, 06:42 PM
Round 1 con't:
Sagar, with a gleam in his eye, moves towards the fight (to E5). There, he focuses on his holy symbol and then on the undead before him. With holy glee, he unleashes radiant energy in a large burst, attempting to damage and turn those that face the group.
The gravehounds let out an unholy yelp as the flesh on their faces is seared and they are blown backwards and held in place (GH1 (11 vs WIL), GH2 (15 vs WIL) = hit, immobilized until EoNT-Sagar-R2; 1: 30+7+5(vuln) = 42 dmg, still bloodied; 2: 6+7+5(vuln) = 18 dmg).
The Ghoul shrieks in pain as it too is blown backward frying in the holy light (24+2(CA) vs WIL; 39+7+5(vuln) = 51 dmg, still bloodied, immobilized until EoNT-Sagar-R2).
The Phantom Master shields its eyes from the holy blast and most of the light passes right through it (11 vs WIL = miss + insubstantial; 13+1 = 14 dmg).
End of Round 1
Start of Round 2:
The Ghoul screams in rage as its head continues to pound (51+5 (on going thunder) = 56 dmg) and its legs refuse to move. It snarls as its able to fight off the effects of the Freezing Cloud (natural 1) and then quiet the pounding it ears (save: 17).
Cilene takes a moment to patch a couple of her bad wounds and ready her defenses (9+8=17 HP, still bloodied, +2 DEF until SoNT-R3).
The Freezing Cloud finally burns off.
The Specter does...something (stealth > the passive perception of whoever might have been able to see her).
The Phantom Master says, "Actually, I'm getting tired of being referred to that way. My name was once Lt. Clayton Lazard; I did like that name...." He trails off and brings his hand up to his temples for a brief moment (14+5/2 ongoing thunder dmg) = 16 dmg). He attempts to remember what he used to say to his men that would cause them such fear but it's not coming to him (recharge failed). Finally, he glares at Mazirith and (natural 1) just stares...and keeps staring. "Whuhuher?! Where-? Oh yes. Being between worlds can be so confusing."
With that he fades until he's just barely visible. Then he passes through Jagged reappearing just behind him (phase to E4).
He takes a final moment to clear his head. The pounding fades (ongoing thunder dmg save: 20) and the flashing lights finally disappear (Faerie Fire save: 19; No longer slowed; grants CA until EoNT-Rend-R3). Suddenly one last last light burns the back of his ghostly retina (14+12/2=20 dmg).
Jagged...
http://www.primeaxiom.com/rpgt/scene.asp?ID=k757yqfxgli6ickbk8yx7qgszfdji1d5b42fk ebprreyljn26l94j8fh82jmfxygInitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used28Ghoul56????Bloodied; Cursed (Greebo); Immobilized EoNT-R2-Sagar; grants CA until EoNT-Rend-R2?27Cilene17/340080Bloodied; +2 DEF until SoNT-R3Freezing Cloud25Specter8????-?24Phantom Master20????Cursed (Greebo); Marked (Maz); grants CA until EoNT-Rend-R3?21Jagged19/4301100Bloodied; 20Graveound 142????Bloodied; Immobilized EoNT-Sagar-R2?20Graveound 218????Slowed, grants CA (SE); 5 ongoing thunder dmg (SE); Immobilized EoNT-Sagar-R2?18Greebo15/400070Bloodied; prone; immobilized (SE); 5 ongoing necrotic dmg (SE); +2 all DEF EoNT-R210Rend23/360190-Faerie Fire9Mazirith35/4300110-Dimensional Thunder8Sagar27/370192-
Sagar
30th September 2009, 07:23 PM
Oh blast.. I meant to give a healing word to Jagged. Can I still do that or is it too late?
Shiz
30th September 2009, 07:36 PM
Rend Round 2:
Minor: Wild Shape to Beast Form.
Minor: Phantom Master is my Quarry.
Std: Savage Rend, +7 vs REF, d8+5
CRIT! 13+6quarry+4 totem crit bonus dmg=23, while it would be fun to slide him to Greebo I won't do that. No sliding.
I assume Quarry damage is maxed on a crit like Sneak Attack. If not, the DM can roll the d6 for Quarry.
EricStratton
30th September 2009, 09:08 PM
Oh blast.. I meant to give a healing word to Jagged. Can I still do that or is it too late?
WWSD? Oh I guess so. ;) Roll your die.
noptov52
30th September 2009, 10:03 PM
Minor: Longtooth Shifting (+2 dmg rolls, 2 regen while bloodied)
Standard: Charge to H4, using Howling Strike, +9 vs AC, d12+d6+5 against the Ghoul.
Atk: Natural 20
Dmg: 27 = 18 + 5 + 2 (high crit) + 2 (longtooth)
Free Action: Rampage Strike
Atk: 25 vs. AC
Dmg: 14 = 5 + 5 + 2 (bracers) + 2 (longtooth)
If the Ghoul dies:
Free Action: Roar of Triumph
Move: Shift to H3
Using AP: Hammerfall (Str vs. FOR Hit: 2W + Str dmg and you knock the target prone.) on Gravehound 1.
Atk: 13 vs. FOR (Nevermind the CA in the roll text, gravehound 1 isn't granting CA).
Dmg: 15 = 8 + 5 + 2 (longtooth)
Sagar
1st October 2009, 07:37 AM
Healing word to Jagged: 10+3+d6 (5) = 18 HP to Jagged.
EricStratton
1st October 2009, 11:36 AM
Round 2 con't:
Sagar, as an afterthought, flips a heal to Jagged who feels much better (19+18=37 HP, no longer bloodied).
Jagged can't Longtooth Shift anymore (not bloodied) so he just regular charges the Ghoul. It stands there helpless, unable to get out of the way as Jagged's axe (natural 20) cleaves him in twain (56+25=dead). With no other enemies around, he doesn't Rampage either.
He does Roar at his Triumph over the Ghoul (-2 DEF to all mobs), shift up to Gravehound 1, and, thanks to his Triumph Roar, drop his axe like a hammer (13 vs FORT-2) on the Gravehound squishing it dead (42+13=dead).
Gravehound 2 whimpers in pain (18+5 (ongoing thunder) = 23 dmg). Unable to move it simply tries to shake the lights (7: failed) and sound (11: saved) from its head.
Greebo...
Rend... (I see his Round 2 action listed above)
Maz...
Sagar...
Greebo
1st October 2009, 11:43 AM
Lets see - I bleed first...
Then I may as well get up.
Move: stand
And then its time for old faithful on Lt Dickhead:
Eldritch Blast +5; 1d10 + 4 + 1d6(curse)
Finally I'll see if I can't extinguish my hand and get feeling back in my legs.
16 vs. ref
10 dmg
And at least I'm no longer burning and can walk
Quervo
1st October 2009, 11:54 AM
Maz will shift to F4 and do a transposing lunge at the phantom master
transposing lunge
Primary +9 vs AC (+2 CA), 2d8+5 damage, 21 vs AC, 18 damage, will leave him right where he is
minor mark phantom master
EricStratton
1st October 2009, 12:04 PM
Round 2 con't:
Greebo slowly, painfully stands up (15-5 (ongoing necrotic)=10 HP). He fires an Eldritch Blast at Lt. Lazard. The soldier, normally a very quick fellow, is still staring at Jagged wondering what all the yelling is about. The Blast (16+2(CA) vs REF-2) hits him in the back of the head (20+10/2=25 dmg).
Greebo then whacks his hand on his legs a couple times regaining feeling in both (both saved).
Rend Wild Shapes to Beast Form, marks the Lt. as his Quarry, and performs a perfect (natural 20) Savage Rend on the Phantom Master (25+23/2 = 36 dmg).
Mazirith...
Sagar...
(I gotta run to a work lunch. I'll finish the round when I get back. In the mean time, if someone could tell me what Dual Lightning Strike is (Quervo's post) and, if that's a power, when Maz got it, I'd appreciate it. I don't see it on his level 3 sheet.)
http://www.primeaxiom.com/rpgt/scene.asp?ID=k757yqfxgli6ickbk8yx7qgszfdji1d5b42fk ebprreyljn26l94j8fh82jmfxygInitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used27Cilene17/340080Bloodied; +2 DEF until SoNT-R3Freezing Cloud25Specter8????-?24Phantom Master36????Cursed (Greebo); Marked (Maz); Quarry (Rend); -2 DEF until EoNT-Jagged-R3?21Jagged37/4301100-20Gravehound 223????Slowed, grants CA (SE); Immobilized EoNT-Sagar-R2; -2 DEF until EoNT-Jagged-R3?18Greebo10/400070Bloodied; 10Rend23/360190-Faerie Fire9Mazirith35/4300110-Dimensional Thunder8Sagar27/370191-
Sagar
1st October 2009, 04:03 PM
Sagar will shift to F4 to flank the SM and chops at it with a healing strike (+6 vs AC, 2d12+3 damage, surge+3 to Greebo).
12+6+2 = 20 to hit, 23 damage (/2 = 11).
Greebo heals 13 hp.
Sagar will also give a healing word to Cilene. (+3+1d6) (18 hp total).
EricStratton
1st October 2009, 05:41 PM
Round 2 con't:
Mazirith shifts in behind Lazard (F4) and pulls of a Transposing Lunge but without the Transposing. The attack (21+2 vs AC-2) connects and Maz's blade sinks deep into the ghost spilling ectoplasm out on to the floor (36+18/9 = 45 dmg, bloodied).
Sagar is beaten to the flanking spot by Mazirith so he just chops at the Phantom from the side. As Sagar's axe (18+2 vs AC-2) sinks into the Lt. marking it (45+23/2=56 dmg, still bloodied) Greebo feels a rush of adrenaline (10+13=23 HP, no longer bloodied). Sagar loves how good healing makes him feel so he gives another one, his last, to Cilene healing her to full (17+18 >= 34 HP, no longer bloodied).
Sagar's hold on Gravehound 2 dissipates (no longer immobilized).
End of Round 2
EricStratton
1st October 2009, 05:41 PM
Start of Round 3:
Cilene...
http://www.primeaxiom.com/rpgt/scene.asp?ID=k757yqfxgli6ickbk8yx7qgszfdji1d5b42fk ebprreyljn26l94j8fh82jmfxygInitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used27Cilene34/340070-Freezing Cloud25Specter8????-?24Phantom Master56????Bloodied; Cursed (Greebo); Marked (Sagar); Quarry (Rend); -2 DEF until EoNT-Jagged-R3?21Jagged37/4301100-20Gravehound 223????Slowed, grants CA (SE); -2 DEF until EoNT-Jagged-R3?18Greebo23/400060-10Rend23/360190-Faerie Fire9Mazirith35/4300110-Dimensional Thunder8Sagar27/370190-
Moonshadow
1st October 2009, 05:52 PM
Magic Missile on Lt.Annoying
24 vs reflex for 12 pts of dmg.
EricStratton
1st October 2009, 06:39 PM
Damn these rolls you ppl are getting.
Start of Round 3:
Cilene, with a flick of her wrist, launches a Magic Missile that (24+2 vs REF-2) nails Lt. Lazard in his chest (56-12/6 = 62, still bloodied).
All of a sudden, Greebo starts to get very cold. He turns to his right and sees the form of a Specter come into being next to him. The Specter opens her mouth. No sound is emitted but Cilene (16 vs 16 WIL) and Greebo (25 vs 15-2 (cold aura) WIL) start dancing around assaulted by an illusion of an insect army while Rend looks on curious (11 vs 16 WIL). "Ahh! They're everywhere! Get them off!" Cilene bounces off the northern wall and hits the deck (34-6=28 HP, prone), and Greebo ends up punching himself in the face knocking him on his ass (23-6=17 HP, prone, bloodied).
The Specter laughs soundlessly and turns around south around to the east and out of sight.
I've switched back to the bigger map of the Crypt so allow more room. In hindsight I probably should've just started w/ it.
The Specter token is not the specter itself just where Rend last saw it. It headed east from that point.
Lt. Lazard grins at Cilene and Greebo. Then he brightens further. "Aha! *That* was what I used to say." (recharge succeeded). Pointing to each Rend, Sagar, and Mazirith he shouts, "Imbeciles! You are pukes! You are the lowest form of life on this planet!"
Rend (23 vs 16 WIL) and Mazirith (24 vs 15 WIL) start to whimper and cry (Rend: 23-11=12 HP, marked, bloodied; Mazirith: 35-11=24 HP, marked) while Sagar (15 vs 16 WIL) just manages to keep his cool.
Jagged...
http://www.primeaxiom.com/rpgt/scene.asp?ID=ki67pexxo8ibv2u1lh95b9cqhfbsg3oqq4zpf oxgsznahreef87di55v8eisl8ifInitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used27Cilene28/340070ProneFreezing Cloud25Specter8????-?24Phantom Master62????Bloodied; Cursed (Greebo); Marked (Sagar); Quarry (Rend); -2 DEF until EoNT-Jagged-R3?21Jagged37/4301100-20Gravehound 223????Slowed, grants CA (SE); -2 DEF until EoNT-Jagged-R3?18Greebo17/400060Bloodied; Prone10Rend12/360190Bloodied; Marked (PM)Faerie Fire9Mazirith24/4300110Marked (PM)Dimensional Thunder8Sagar27/370190-
Shiz
1st October 2009, 07:35 PM
Rend:
Std: Savage Rend on Master, 7+7=14 vs REF, miss I expect.
Minor: Wild Shape to normal, free shift to K4
Minor: activate Razorclaw Shifting: speed +2, +1 AC & REF until end of encounter or unconscious.
Since Razorclaw Shifting does not have the Beast Form keyword, I am assuming I have to be out of Beast Form to activate it. This is annoying and strange since it is a racial power, not a class power. DM ruling?
noptov52
2nd October 2009, 10:32 AM
Move: N5
Std: Attack Lt. Lazard with Recuperating Strike, +9 vs AC, d12+5, Hit: 3 tHP
Atk: 11 vs. AC
Dmg: 9
Quervo
2nd October 2009, 12:19 PM
Maz will make a luring strike against Lt. Lazard, and will elect to not use the allowed shifts.
27 vs AC, 5 damage
Greebo
2nd October 2009, 12:58 PM
Move: Stand up again.
Standard: EB +5 vs ref; 1d10+4+1d6
24 vs. ref
11 dmg
That'll play for now
Shiz
5th October 2009, 05:29 PM
Rend:
Std: Savage Rend on Master, 7+7=14 vs REF, miss I expect.
Minor: Wild Shape to normal, free shift to K4
Minor: activate Razorclaw Shifting: speed +2, +1 AC & REF until end of encounter or unconscious.
Since Razorclaw Shifting does not have the Beast Form keyword, I am assuming I have to be out of Beast Form to activate it. This is annoying and strange since it is a racial power, not a class power. DM ruling?
In light of the DMs ruling, The first Minor was just a shift. No Wild Shape. Still in Beast Form.
EricStratton
5th October 2009, 05:40 PM
Round 3 con't (finally):
Jagged moves to help surround the ghostly Lt (N5) and has his Recuperating Strike easily blocked by it (11 vs AC-2).
The effects of Jagged's Roar wear off.
The remaining Gravehound charges Jagged (albeit slowly) to flank him. It's so slow, however, Jagged has time to turn around, yawn, scratch himself, and then get out of the way (10+1+2 vs 16 AC).
It then, to its horror, saves itself against the lights in its head (11 = save). Radiant energy pours out if its eyes, ears, and nose. It's pretty until the light is replaced by blood. (23+12+5=40 dmg, bloodied, grants CA until EoNT-Rend-R4).
Greebo stands up again and fires an Eldritch Blast (24 vs REF) into the Phantom Master (62+11/2=67 dmg, still bloodied).
Rend misses with a Savage Rend (14 vs REF), shifts away (K4), and activates Razorclaw Shifting (speed +2, +1 AC & REF).
Mazirith makes an impressive (27 vs AC) but mostly harmless Luring Strike against Lt. Lazard (67+5/2=69 dmg).
Sagar...
Cilene...
http://www.primeaxiom.com/rpgt/scene.asp?ID=ki67pexxo8ibv2u1lh95b9cqhfbsg3oqq4zpf oxgsznahreef87di55v8eisl8ifInitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used27Cilene28/340070ProneFreezing Cloud25Specter8????-?24Phantom Master69????Bloodied; Cursed (Greebo); Marked (Sagar); Quarry (Rend);?21Jagged37/4301100-20Gravehound 240????Bloodied; Grants CA until EoNT-Rend-R4?18Greebo17/400060Bloodied; 10Rend12/360190Bloodied; Marked (PM); speed +2, +1 AC & REF until end of encounter (Razorclaw Shifting)Faerie Fire9Mazirith24/4300110Marked (PM)Dimensional Thunder8Sagar27/370190-
Moonshadow
5th October 2009, 09:16 PM
Look out Lt. Dead again.
Standard: Magic Missile
24 vs reflex for 10pts of force dmg
Move: H4
Sagar
5th October 2009, 11:34 PM
Sagar shifts to L4, flanking the PM. He then swings his axe in a vicious attack on the phantom (righteous brand, +6 vs AC, d12+5, +3 to hit to Maz).
= 14+2 CA vs AC.
8 damage if hit
EricStratton
6th October 2009, 03:12 PM
Round 3 con't:
Sagar shifts into the spot Rend vacated (L4) flanking the PM. He then swings his axe in a vicious attack on the phantom but it's not vicious enough and the Phantom brings his sword up in time to block it (14+2 (flank) vs AC).
End of Round 3
Start of Round 4:
Cilene casts Magic Missile while still on her stomach. Despite the difficult angle she still manages to connect (24-2 vs REF) spilling more ectoplasm on the ground (69+10/2 - 74 dmg, still bloodied). Then she crawls out farther into the hallway (H4).
The Specter....?
Lt. Lazard laughs, "I just remembered another good one!" (recharge succeeded). Staring holes through Sagar, Mazirith, and Jagged he screams "Were you all born fat, slimy, scumbag puke pieces of crap, or did you have to work on it?!" Only Sagar is able to hold his composure (14 vs 16 WIL). Jagged (23 vs 13 WIL) and Mazirith (19 vs 15+1 (bloodied opponent) WIL) start apologizing profusely as their heads pound from the mental assault (Maz: 24-5=19 HP, bloodied; Jagged: 37-5=32 HP; both marked).
Then he shifts over next to Greebo (L5).
Jagged...
http://www.primeaxiom.com/rpgt/scene.asp?ID=ki67pexxo8ibv2u1lh95b9cqhfbsg3oqq4zpf oxgsznahreef87di55v8eisl8ifInitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used27Cilene28/340070ProneFreezing Cloud25Specter8????-?24Phantom Master74????Bloodied; Cursed (Greebo); Quarry (Rend);?21Jagged32/4301100Marked (PM)20Gravehound 240????Bloodied; Grants CA until EoNT-Rend-R4?18Greebo17/400060Bloodied; 10Rend12/360190Bloodied; speed +2, +1 AC & REF until end of encounter (Razorclaw Shifting)Faerie Fire9Mazirith19/4300110Bloodied; Marked (PM)Dimensional Thunder8Sagar27/370190-
Greebo
6th October 2009, 03:17 PM
Shift away from PM by 1 square, then eyebite.
Cha(5) vs. Will (+1 if foe bloodied)
Hit 1d6 + Cha (3) + 1 QC rod Psychic and invisible to target until start of next turn (With Warlock's Curse +1d6 to dmg 1x/round)
Huh. I need to fix my char sheet - it's missing the QC rod. Will do that now.
20 vs Will
9+4=13 dmg
Woo! I'm invisible!
Shiz
6th October 2009, 03:33 PM
Rend:
Std: Savage Rend vs PM, 22 vs REF, 12 dmg, slide to M4
Move: shift to L5
noptov52
6th October 2009, 03:41 PM
Move: Shift to M5
Std: Attack the PM with Howling Strike, +9 vs AC, d12+d6+5
Atk: 14 vs. AC
Dmg: 11
Quervo
6th October 2009, 03:45 PM
Lightning Lure on PM, +6 vs Fort
21 vs Fort, 9 damage, pull to M4
EricStratton
8th October 2009, 10:23 AM
Round 4 con't:
Jagged shifts up to the phantom master (M5) and has his attack soundly blocked by the once-dead-but-still-skilled soldier (14 vs AC).
The Gravehound follows in behind Jagged (shift to N5) and bites him right on his rear (natural 20). It pulls away a large chunk of flesh (32-9=23 HP) which throws Jagged off balance sending him to the floor (prone) and immediately the wound starts to fester (5 ongoing necrotic dmg (SE)).
Greebo makes some room between him and the PM (shift to J5) and then casts Eyebite on it. The magic dagger-like projectile hits the phantom square in the eye (21 vs WIL) causing the Lt. to scream in pain. Greebo fades from his vision. Then the rest of the room starts to fade from his vision, too. At the same time, the Phantom Master fades from everyone's vision until, with a splash, he turns into a puddle of slimy ectoplasm (74+13/2 = dead).
Rend and Mazirith, bolstered by the death of the Phantom Master, turn their attention to the Gravehound and make quick work of it (Rend: 22 vs REF: 40+12=52 dmg; Maz: 21 vs FORT: 52+9=dead). (I moved Rend into melee range and had Maz shift back one to use Lightning Lure)
Sagar...
http://www.primeaxiom.com/rpgt/scene.asp?ID=ki67pexxo8ibv2u1lh95b9cqhfbsg3oqq4zpf oxgsznahreef87di55v8eisl8ifInitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used27Cilene28/340070ProneFreezing Cloud25Specter8????-?21Jagged23/4301100Prone; 5 ongoing necrotic dmg (SE)18Greebo17/400060Bloodied; 10Rend12/360190Bloodied; speed +2, +1 AC & REF until end of encounter (Razorclaw Shifting)Faerie Fire9Mazirith19/4300110Bloodied; Dimensional Thunder8Sagar27/370190-
Greebo
8th October 2009, 10:26 AM
When the PM dies, Greebo teleports to H5.
EricStratton
8th October 2009, 10:29 AM
When the PM dies, Greebo teleports to H5.
Done
Sagar
8th October 2009, 12:22 PM
Sagar will move as far as J9 as he tries to locate the spectre. (Perception +9)
If he finds it, he will shoot it with a lance of faith (+5 vs Ref, D8+3, +2 to Cilene to hit).
Wow.. I sure hope he's around:
28 perception
Natural 20 to hit.
8+3+1 radiant damage.
EricStratton
8th October 2009, 03:51 PM
Round 4 con't:
Sagar peaks around the corner of the hallway (J9) and (Perception > Stealth), and feels an unnaturally cold draft coming from the east. He hears some rustling and, on instinct, casts Lance of Faith at the sound. The lance travels halfway down the hallway and slams into something (natural 20). For a brief moment the outline of the specter is visible (at M10) it's mouth open in a soundless scream (8+(12+5)/2=16 dmg, bloodied), then it vanishes again.
End of Round 4
-------------
Start of Round 5:
Cilene...
http://www.primeaxiom.com/rpgt/scene.asp?ID=ki67pexxo8ibv2u1lh95b9cqhfbsg3oqq4zpf oxgsznahreef87di55v8eisl8ifInitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used27Cilene28/340070ProneFreezing Cloud25Specter16????Bloodied; ?21Jagged23/4301100Prone; 5 ongoing necrotic dmg (SE)18Greebo17/400060Bloodied; 10Rend12/360190Bloodied; speed +2, +1 AC & REF until end of encounter (Razorclaw Shifting)Faerie Fire9Mazirith19/4300110Bloodied; Dimensional Thunder8Sagar27/370190-
Moonshadow
8th October 2009, 04:00 PM
I will stand up! Not moving for now.
Shiz
8th October 2009, 04:14 PM
Fire at the specter. YOu know where he is (M10).
NM. You cannot get him in range.
Moonshadow
8th October 2009, 06:57 PM
Fire at the specter. YOu know where he is (M10).
NM. You cannot get him in range.
Yeah, I figure rather than chasing him we're better off staying together and being ready when he appears.
EricStratton
9th October 2009, 05:43 PM
Start of Round 5:
Cilene finally stands up.
The Specter realizes that it became completely visible when it was hit by Sagar. (My bad. I spent so long looking at the PHB1/2 rules for invis/hidden/stealth that I forgot to look at the monster's power.). Then it recharges its spectral barrage.
Sagar watches as the Specter heads south and phases into the southern wall (at M12)
Rest of yas...
http://www.primeaxiom.com/rpgt/scene.asp?ID=ki67pexxo8ibv2u1lh95b9cqhfbsg3oqq4zpf oxgsznahreef87di55v8eisl8ifInitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used27Cilene28/340070-Freezing Cloud25Specter16????Bloodied; ?21Jagged23/4301100Prone; 5 ongoing necrotic dmg (SE)18Greebo17/400060Bloodied; 10Rend12/360190Bloodied; speed +2, +1 AC & REF until end of encounter (Razorclaw Shifting)Faerie Fire9Mazirith19/4300110Bloodied; Dimensional Thunder8Sagar27/370190-
Greebo
9th October 2009, 06:30 PM
Move to K9
If it's phased in the wall, can I hit it with magic?
If so - curse then EB+5 vs. ref; 1d10+4+1d6
19 vs. reflex
14 damage
Shiz
9th October 2009, 07:18 PM
Rend moves to J8 and tries
Cull the Herd,
Hit: 2d8 + Wisdom modifier (+4) psychic
damage, and you pull the target 3 squares.
Autumn Harvest Totem +1: +7 attack, 2d8+5
damage
ADDITIONAL EFFECTS
+1 to damage rolls against bloodied creatures - Autumn Harvest Totem +1.
13 vs WIL has to be a miss
EricStratton
9th October 2009, 11:00 PM
Move to K9
If it's phased in the wall, can I hit it with magic?
You don't know it's phased *in* the wall. Sagar watched it pass into the wall. He has no idea where it is now.
It looked like this (http://www.youtube.com/watch?v=eMF1Id2ePQA#t=0m45s).
Moonshadow
9th October 2009, 11:29 PM
LOL great illustration.
Greebo
9th October 2009, 11:57 PM
Cool. I eat the dinner.
Shiz
10th October 2009, 10:55 AM
Well let's just ignore it then. It will come to us or it won't.
Rend will search the hidden room, Perception +10 = 16, 34
EricStratton
13th October 2009, 05:35 PM
Ok, terribly sorry. Moving on.
Rend turns around and takes a good look at the hidden room. The area beyond where the false wall used to be appears to be an armory. It contains two weapon racks, on the north and south walls, and a stand against the east wall with a ragged suit of armor mounted on it. Mounted on the north wall above the weapon rack is a steel plaque inscribed with a helm from a suit of armor.
Shiz
13th October 2009, 05:51 PM
An image of a helm is on a plaque or an actual helm? Anything written on the plaque?
EricStratton
13th October 2009, 06:56 PM
An image of a helm is on a plaque or an actual helm? Anything written on the plaque?
The plaque is inscribed with an image of a helm.
Quervo
13th October 2009, 08:30 PM
Maz will take a chance on a History check to see if that helm symbol has any importance.
History 26
EricStratton
13th October 2009, 10:43 PM
Maz will take a chance on a History check to see if that helm symbol has any importance.
History 26
Mazirith
On the helm is the banner of the Shadowfell brigade.
Shiz
13th October 2009, 11:22 PM
"Anything we need to know Maz? Can someone Arcana the weapons and armor just to be sure?"
Rend will search the bodies of the bad guys, Perception +10 = 27.
Sagar
14th October 2009, 08:56 AM
Sagar will keep an eye out for the spectre. Sagar hates undead....
Perception = 22
Sagar will watch for several minutes to make sure it doesn't come back.
Greebo
14th October 2009, 10:06 AM
I still want the dinner from the tray.
Shiz
14th October 2009, 10:29 AM
Arcana check please somebody
Greebo
14th October 2009, 10:35 AM
Fine - Arcana+5 on the equipment - anything arcanely interesting?
My demon's breath smells like demon food.
Moonshadow
14th October 2009, 02:44 PM
Shesh that's not how you do it.
Cilene twists her fingers in a slightly different pattern than Greebo did.
EricStratton
14th October 2009, 02:51 PM
With Sagar keeping an eye out for the Specter, Greebo makes his way over to the equipment. He senses magic coming from the plaque and a little magic coming from the suit of armor along the east wall.
As he approaches the plaque for a closer look, a deep, booming voice fills the little room.
"A wondrous treasure,
Valued by all, sought by many.
Found in both victory and defeat,
Yet never at the bottom of a treasure chest.
It marches before you like a herald,
And lives long after you are gone.
Of what do I speak?"
Cilene follows behind Greebo and confirms that the plaque is magical as is the suit of armor but less so.
Cilene
You're also sure that the plaque is the source of the booming voice you just heard.
Greebo
14th October 2009, 02:59 PM
"Fame?"
(I'm gonna live forever...)
Greebo
14th October 2009, 02:59 PM
Try to identify the suit and the plaque:
2x Arcana +5
only to be shown up by cilene, I'm sure... ;)
11 & 25
EricStratton
14th October 2009, 03:08 PM
Greebo mutters, "Fame?" and suddenly the suit of armor on the east wall gleams with light and transforms from junk to a beautiful suit of, what Greebo (25 arcana) then recognizes as, Whiteflame Chainmail.
Whiteflame Chainmail
This armor absorbs light and can be converted to protect against other effects.
Level: 3
Price: 680 gp
Armor: Chain
Enhancement: +1 AC
Property: Resist 5 radiant.
Power (Daily): Minor Action. Change the type of resist this armor grants to resist fire, resist lightning, or resist thunder until the end of the encounter.
Greebo
14th October 2009, 03:09 PM
"Hey, look, its armor. Cilene should totally get that to go with her Wizard's sword"
Shiz
14th October 2009, 03:23 PM
"Sagar is the only one of us that can where chain, right? I don't know much about this stuff."
Quervo
14th October 2009, 04:36 PM
me either
Moonshadow
15th October 2009, 12:56 AM
Try to identify the suit and the plaque:
2x Arcana +5
only to be shown up by cilene, I'm sure... ;)
11 & 25
Nah looks like you did a pretty good job on that one :D
EricStratton
15th October 2009, 09:25 AM
Who wants to carry the armor until someone claims it?
Greebo
15th October 2009, 10:02 AM
I say give it to the dorf if he hasn't already got better. A protected cleric is a good cleric. :)
Moonshadow
15th October 2009, 10:13 AM
Agreed. However he'll probably not be distracted by it til we kill the spectre. Damn focused on undead he is.
EricStratton
15th October 2009, 10:34 AM
Do you all wish to continue looking for the specter? Or would you like to check out the stairs?
Shiz
15th October 2009, 10:36 AM
Stairs. ES, you can add that armor to Sagar's sheet whenever you can. I will put it on the character post and adjust his AC.
EricStratton
15th October 2009, 10:50 AM
Stairs. ES, you can add that armor to Sagar's sheet whenever you can. I will put it on the character post and adjust his AC.
Oh, I'll add it. As soon as Sagar says he wants it. :twisted:
EricStratton
15th October 2009, 10:59 AM
For defeating Lt. Lazard and his undead troops:
150xp each
Sagar
15th October 2009, 01:26 PM
I want :)
The only thing that will distract me from undead is magical loot!
EricStratton
15th October 2009, 06:04 PM
Done altho I might not get to upload the PDF until later/tomorrow.
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