PDA

View Full Version : Part 15 - A Long Corridor


EricStratton
1st March 2010, 02:48 PM
Rend gives a good listen at the door (Perc: 25) and signals "all clear" to Jagged who uses his axe to pry the board off the door. A corridor about 50' long presents itself to you. Rend sneaks down it following it as it turns to the south where, another 60' down, he sees a t-intersection. He signals the group to join him and....

http://www.primeaxiom.com/rpgt/scene.asp?ID=i8edvwa71ph5zrl2ntj34tjgiuf8r6d11rh2z w37n11x4t3k3szqzpfdzlacpwe2

Shiz
1st March 2010, 05:57 PM
Let's advance to the T in the formation you have on the map.

Lighting? Features? Same walls and floors?

EricStratton
1st March 2010, 07:54 PM
Let's advance to the T in the formation you have on the map.

Lighting? Features? Same walls and floors?
Erm...yes. Thanks.

This area is of the same construction as the rest of the Keep. Although you notice the floor is remarkably clean and dust free. At the intersection you find the torches that lined the walls don't continue and it is dark. Even those with low light vision can't see more than a step in front of them.

http://www.primeaxiom.com/rpgt/scene.asp?ID=i8edvwa71ph5zrl2ntj34tjgiuf8r6d11rh2z w37n11x4t3k3szqzpfdzlacpwe2

Someone will need to produce a light source if you want to see since your last one, Sagar's sunrod (http://www.legendsofwestwood.org/forum/showthread.php?p=254184#post254184), has long since gone out.

Shiz
1st March 2010, 09:08 PM
"Cilene, how about some light?"

noptov52
1st March 2010, 10:12 PM
I believe Jagged has one (two?) sunrods left from his adventurers kit.

Shiz
2nd March 2010, 09:33 AM
Cilene can make light at will.

Greebo
2nd March 2010, 09:36 AM
Can we take it as given that Cilene will cast her light cantrip at will on the tip of Rend's nose? ;)

Shiz
2nd March 2010, 09:53 AM
Umm, no! She can cast it on a floor tile and then recast it as needed.

EricStratton
2nd March 2010, 09:58 AM
Cilene, where do you want to light?

Sagar
2nd March 2010, 10:57 AM
Cast it on a staff? Or a coin?

Greebo
2nd March 2010, 01:39 PM
Umm, no! She can cast it on a floor tile and then recast it as needed.

You're no fun anymore... ;)

attriel
2nd March 2010, 02:05 PM
You're no fun anymore... ;)

I was thinking casting it on his bum and letting him run through the dungeon shouting "I'm a firefly!!!"

Moonshadow
2nd March 2010, 02:19 PM
Tempting as the firefly option is I'll cast it on a chunk of wood from the door blockade. Something fairly light and about a foot long.

Shiz
2nd March 2010, 02:29 PM
Rend can hold that for now. He will poke it around the east corner (lights 4 squares out from center in all driections I think)

EricStratton
3rd March 2010, 11:39 AM
Cilene runs back to the doors and grabs a piece of wood that once advised those against doing exactly what the group is doing. With a wiggle of her nose the tip of the plank lights up shedding light in a 20' radius.

Rend, now in Shifter form, takes the plank and looks down the east corridor which he can now see extends into the darkness both east and south. He slips past Mazirith and looks west. That direction also widens to the south.

http://www.primeaxiom.com/rpgt/scene.asp?ID=i8edvwa71ph5zrl2ntj34tjgiuf8r6d11rh2z w37n11x4t3k3szqzpfdzlacpwe2

Shiz
3rd March 2010, 01:00 PM
Rend stealths to I10 - as much as he can holding a shining beacon - and looks east and south.

EricStratton
3rd March 2010, 02:29 PM
Rend tries to hide despite his torch and creeps forward. He discovers the southern "branch" is an alcove - probably someone's washroom judging by the cistern and chamberpot along the far wall. The corridor continues to the east into the darkness.

http://www.primeaxiom.com/rpgt/scene.asp?ID=i8edvwa71ph5zrl2ntj34tjgiuf8r6d11rh2z w37n11x4t3k3szqzpfdzlacpwe2

Shiz
3rd March 2010, 03:45 PM
Wave the group forward so they stay in the light.

Rend will step into the alcove (J12) and do a search for doors, cool stuff, etc.

Perception +10 = 27

EricStratton
4th March 2010, 12:02 PM
Rend takes a step into the alcove to get a better look around. Before he can stop himself he is horrified to discover he has walked literally into a large mass of what can only be described as almost completely transparent jelly. As his skin starts to sting and his armor smokes he realizes this jelly is made of some sort of acid and he's being digested. The acid starts to affect his senses dazing him.

Roll Init

Jelly gets a surprise round. And I had to remove Rend from the map but he's inside the jelly.

http://www.primeaxiom.com/rpgt/scene.asp?ID=i8edvwa71ph5zrl2ntj34tjgiuf8r6d11rh2z w37n11x4t3k3szqzpfdzlacpwe2

Greebo
4th March 2010, 12:04 PM
"So - back the way we came?"

"I'm KIDDING! If we leave him now we won't get his stuff..."

Sagar
4th March 2010, 12:19 PM
Init +0

Moonshadow
4th March 2010, 12:21 PM
Initiative - 11

Shiz
4th March 2010, 03:10 PM
Rend init +4 = 7

EricStratton
4th March 2010, 04:42 PM
Rend init +4 = 7
Roll for Maz too if you would, please.

Shiz
4th March 2010, 06:15 PM
Maz init +2 = 6

Feel free to roll simple things like init for maz if I forget and it is holding things up.

EricStratton
4th March 2010, 09:12 PM
Feel free to roll simple things like init for maz if I forget and it is holding things up.
Yeah, I would've if it was but we're still waiting on Jagged.

noptov52
5th March 2010, 02:12 AM
Int = 9

EricStratton
5th March 2010, 09:41 AM
Surprise round:

The jelly wiggles and rolls itself out of the alcove toward the party (I9).

Round 1:

Greebo, Cilene...

http://www.primeaxiom.com/rpgt/scene.asp?ID=i8edvwa71ph5zrl2ntj34tjgiuf8r6d11rh2z w37n11x4t3k3szqzpfdzlacpwe2InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used21Greebo40/400170-11Cilene34/340190-9Jelly0????Eating Rend?9Jagged43/4301110-7Rend36/3601110Being Eaten: Dazed, 10 acid dmg until escape7Sagar37/370192/2-6Mazirith43/430190-

Greebo
5th March 2010, 09:59 AM
Move: To G10
Minor: Curse Jelly
Standard: Witchfire +5 vs. ref: 2d6+4+1d6 and target is -2 to attack until EONT

22 vs. reflex
14 damage

Shiz
5th March 2010, 10:18 AM
That's a nice start!

But, isn't Greebo Fey Pact? That is -6 to attack then.

Also, someone Nature on this jelly. Rend would but until he is free he cannot tell anyone what he knows.

attriel
5th March 2010, 10:29 AM
Also, someone Nature on this jelly. Rend would but until he is free he cannot tell anyone what he knows.


it burns ! IT BURNS!!!! GET IT OFF OF ME!!! AAAAGH!!!

Greebo
5th March 2010, 10:35 AM
That's a nice start!

But, isn't Greebo Fey Pact? That is -6 to attack then.

WTF are you talking about dude?

Greebo
5th March 2010, 10:38 AM
Oh and what DO I know about this thing?
Nature +2

Jello! YUM

Greebo
5th March 2010, 10:39 AM
WTF are you talking about dude?


OH you mean on the JELLY - Yes, you're right - it's -6 to the Jelly's attacks. I thought you meant my Fey pact made it -6 for ME to attack... :)

Moonshadow
5th March 2010, 11:25 AM
Well lets experiment then.

Sink a magic Missile into it's ... side? front?

18 vs reflex
7pts of force dmg

EricStratton
5th March 2010, 11:54 AM
Well lets experiment then.

Sink a magic Missile into it's ... side? front?

18 vs reflex
7pts of force dmg
Without moving you're looking at a superior cover penalty (-5) to hit. Is that what you want?

EricStratton
5th March 2010, 11:56 AM
Round 1:

Greebo moves down into the hallway (G10), curses the amorphous blob, and easily gets his Witchfire to ignite inside it (22 vs REF) causing a couple fist-size chunks of goo to bubble out and splat against the wall (14 dmg, -6 to attack until EoNT-Greebo-R2).

Calling on his vast knowledge Greebo (Nature: 4) concludes the creature is safe to eat and would be good on bread.

Cilene...


http://www.primeaxiom.com/rpgt/scene.asp?ID=i8edvwa71ph5zrl2ntj34tjgiuf8r6d11rh2z w37n11x4t3k3szqzpfdzlacpwe2InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used21Greebo40/400170-11Cilene34/340190-9Jelly14????Eating Rend; -6 to attack until EoNT-Greebo-R2?9Jagged43/4301110-7Rend36/3601110Being Eaten: Dazed, 10 acid dmg until escape7Sagar37/370192/2-6Mazirith43/430190-

noptov52
5th March 2010, 12:29 PM
Jagged hates jelly and bread!

Nature 15 (9 + 6)

Greebo
5th March 2010, 12:58 PM
Oops meant to say E10 not G10. Oh well.

In the interest of moving along - lets move Cilene right behind me?

Moonshadow
5th March 2010, 02:48 PM
Yes absolutely. I had a move queued up in my brain but it never made it to my fingers :D

EricStratton
5th March 2010, 02:49 PM
Round 1 con't:

Greebo (who is now at E10), ever the gentle-tiefling, puts himself between Cilene (who moves to D10) and what we now know - thanks to Jagged (nature 15) - is a Gelatinous Cube. Safely behind her not-so-meat shield she casts Magic Missile which (18 vs REF) streaks into and out of the disgusting creature ripping parts of it out as it goes (14+7=21 dmg).

Said disgusting creature, the Gelatinous Cube, oozes forward (to G9) where it rises up like a wave and despite being disoriented by Greebo's attack (24-6 (Witchfire) vs 15 FORT) crashes down on Mazirith who finds himself both injured from the attack and covered in slime rendering him unable to move (43-12=31 HP, Immobilized (save ends)).

Jagged, Rend, Sagar, Maz...

Followed by:

Greebo, Cilene...

http://www.primeaxiom.com/rpgt/scene.asp?ID=i8edvwa71ph5zrl2ntj34tjgiuf8r6d11rh2z w37n11x4t3k3szqzpfdzlacpwe2InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used21Greebo40/400170-11Cilene34/340190-9Gelatinous Cube21????Eating Rend; -6 to attack until EoNT-Greebo-R2?9Jagged43/4301110-7Rend36/3601110Being Eaten: Dazed, 10 acid dmg until escape7Sagar37/370192/2-6Mazirith31/430190Immobilized (save ends)

Greebo
5th March 2010, 03:04 PM
Well when the time comes...

Stay put and old faithful: EB +5 vs. ref; d10+4+d6

Old faithful went out late with some cheap slut last night, apparently.

Shiz
5th March 2010, 04:06 PM
Rend will use his one action to try and escape. If first try fails, then action point to try again.

10 + ? =

Acrobatics +6, Dex +4, Athletics/Str +3

Greebo
5th March 2010, 04:09 PM
Rend will use his one action to try and escape.

Remember that while dazed you *can* spend action points ;)

Sagar
5th March 2010, 05:27 PM
Sagar will draw his axe (minor), move forward 1 step (move) and will then try reach in and help pull Rend from this jello (escape assist, I assume str +3).

14 total = +2 assist to roll.

Or does he get to assist my roll?

noptov52
5th March 2010, 08:28 PM
Jagged will shift to G8 and use Brutal Slam (Str vs. For, 2[W] + Str and you push the target 2 squares and knock it prone. Then one enemy adjacent to the target takes 1d8 + your Strength modifier damage.)

Atk: 23 vs FOR
Dmg: 20

Push the Gelatinous Cube two spaces away from Greebo and Cilene - and it is knocked prone (if possible).

EricStratton
6th March 2010, 02:33 PM
Round 1 con't:

Jagged steps in front of Sagar and Brutally Slams the cube with the flat of his axe (23 vs FORT). The Cube slides down the corridor (to I9) and then appears to lose cohesiveness from the shock of the blow (21+20=41 dmg, prone).

Rend's skin sizzles and burns as the acid in the Cube starts to eat away at him (36-10=26 HP). Keeping his wits he starts to wiggle out of the mess he's in. He gets his feet free which is enough for Sagar who (now with his axe out and at H9) pulls him safely out of the slime (12+2 vs REF-2 (prone. I figured if it's more liquid it's easier to get out of)).

I had to take some liberties with regards to placement as Sagar and Jagged wanted to move to the same spot and then Jagged moved the Cube. Rend can exit the Cube from any adjacent square but I assumed you wouldn't want to be split from the group but that can be changed if you want.

Mazirith, Cilene...


http://www.primeaxiom.com/rpgt/scene.asp?ID=i8edvwa71ph5zrl2ntj34tjgiuf8r6d11rh2z w37n11x4t3k3szqzpfdzlacpwe2InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used21Greebo40/400170-11Cilene34/340190-9Gelatinous Cube41????-6 to attack until EoNT-Greebo-R2; Prone?9Jagged43/4301110-7Rend26/3601110-7Sagar37/370192/2-6Mazirith31/430190Immobilized (save ends)

EricStratton
6th March 2010, 02:42 PM
Oh, it should be mentioned that Cilene is currently standing in the dark. The light from the board Rend is holding only extends 4 squares..

Shiz
6th March 2010, 09:16 PM
She is in the dark but she can certainly see us.

Since you used the 6, Rend still has his AP right?

EricStratton
6th March 2010, 09:24 PM
She is in the dark but she can certainly see us.

Since you used the 6, Rend still has his AP right?

Correct and correct.

Shiz
8th March 2010, 01:03 PM
Maz is immobilized. He cannot use his teleport daily because there is no room adjacent. He cannot mark since the cube is out of range.

Maz can take no action, so he will total defense and save.

Save failed. Try and get the cube adjacent to Maz.

Moonshadow
8th March 2010, 02:35 PM
Magic Missile seemed to work well so we'll just try that again.

As for being in the dark, I kind of like not being seen.

19 vs reflex for 11pts of force dmg.

EricStratton
8th March 2010, 03:40 PM
Round 1 conclusion:

Mazirith, still stuck to the ground, takes a Total Defensive position in frustration and fails to get his feet free (save: 9).

End of Round 1

====

Start of Round 2:

Greebo is thrown off by the light shining off the fluidic blob and his Eldritch Blast misses (12 vs REF+2 (prone)).

Cilene casts Magic Missile from over Greebo's shoulder. It (19 vs REF-2 (prone)) hits the cube causing some of the liquid acid to boil away (41+11=52 dmg).

The Gelatinous Cube slowly congeles and rises up (stand up). It seems to have aquired a taste for Rend (it's that wolf-like smokiness). It forms itself into a wave just as it did to Mazirith and crashes down with amazing strength (crit vs FORT) opening a nasty wound in the druid's head and immobilizing him (25-14=11 HP, bloodied, immobilized (save ends)).

Jagged, Rend, Sagar, Mazirith...

Then

Greebo, Cilene...

http://www.primeaxiom.com/rpgt/scene.asp?ID=i8edvwa71ph5zrl2ntj34tjgiuf8r6d11rh2z w37n11x4t3k3szqzpfdzlacpwe2InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used21Greebo40/400170-11Cilene34/340190-9Gelatinous Cube52????-?9Jagged43/4301110-7Rend12/3601110Bloodied; Immobilized (save ends);7Sagar37/370192/2-6Mazirith31/430190Immobilized (save ends); +2 to all DEF until SoNT-R2-Maz

noptov52
8th March 2010, 07:40 PM
Jagged will delay until after Rend and Sagar in hopes of having room to attack.

Standard: Howling Strike (+9 vs AC, d12+d6+5)

Atk: 25 vs. AC
Dmg: 21

Shiz
10th March 2010, 12:42 PM
Rend will

minor: Razorclaw Shifting (+1 AC, REF, +2 speed)
minor: beast form
Std: Pounce attack, 14+7 vs REF, 8dmg, CA to next allied attack
ST vs immobilized: 12

Sagar, I think Rend needs a heal.

Shiz
10th March 2010, 12:44 PM
Maz will try and get free again

Sagar
10th March 2010, 12:44 PM
Sagar give a healing word to Rend (9+3+d6) and then turns and, wielding his holy symbol with granite resolve, commands the cube "FLEE" (+5 vs Will, Target dazed until EoNT and slides target 5 (back into the east alcove)).

16 healing to Rend

25 vs Will to Cube

Sagar will then shift to G10 so the fighters may pass unhindered.

Greebo
10th March 2010, 01:16 PM
"What language do you expect the mindless mass of jello to comprehend?"

noptov52
10th March 2010, 01:29 PM
Jagged will charge the Cube with Howling Strike - +1 (charge) and +2 (CA) to the initial attack.

If it hits (it should) use the Beastial armor daily.

Basic Melee attack
Atk: 19 vs AC
Dmg: 9

Use AP
Recuperating Strike +9 vs AC, d12+5, Hit: +3 tHP
Atk: 10 vs AC (damn)

EricStratton
10th March 2010, 05:04 PM
Round 2 con't:

Rend Razorclaw (+1 AC, REF, +2 speed) and beast shifts. Then he Pounces on the cube (21 vs REF) splattering goo on the walls (52+8=60 dmg, CA to next allied attack). Finally, he's able to get his feet free (ST: 12).

Sagar gives a Healing Word to Rend (12+16=28 HP; Sagar: 1/2 healing words remaining; Rend: 10/11 surges remaining) and then he turns and, wielding his holy symbol with granite resolve, Commands the cube "FLEE" (25 vs WIL). A divine sonic boom travels the length of the hallway pushing the gelatinous mass back along with it almost into the darkness (target dazed until EoNT and slid 4 (back into the east alcove)). Sagar then gets out of the way (G10).

If you'd sent the cube 5 spaces it would've gone into the darkness and Jagged wouldn't have been able to charge it (too far away). So I had you move it 4.

Jagged charges down the hall at the Cube Howling all the way. His axe is a blur. When it stops (25 vs AC) over his shoulder it's covered in slime and a pool of liquid starts to form on the floor (60+21=81 dmg, bloodied).

Channeling through his new armor Jagged continues his attack (Bestial Armor used) his axe (19 vs AC) coming away slimy again (81+9=90 dmg, still bloodied).

Jagged just won't quit (AP used). He brings his axe around a third time and discovers that three is indeed a charm. Just not a good one. (natural 1).

Mazirith finally gets himself free. (ST: 15)

End of Round 2

Greebo, Cilene...

http://www.primeaxiom.com/rpgt/scene.asp?ID=i8edvwa71ph5zrl2ntj34tjgiuf8r6d11rh2z w37n11x4t3k3szqzpfdzlacpwe2InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used21Greebo40/400170-11Cilene34/340190-9Gelatinous Cube90????Bloodied; Dazed (until EoNT-Sagar-R3)?9Jagged43/4300110-Bestial Armor7Rend28/3601100+1 AC, REF, +2 speed (until EoE)7Sagar37/370191/2-6Mazirith31/430190-

Shiz
10th March 2010, 05:56 PM
If the cube hits Jagged, Maz will use his Encounter utility power Channeling Shield to reduce the damage by 8.

Greebo
10th March 2010, 11:15 PM
Move to J10
The jelly ought to show as cursed...first round
EB+5 vs ref; 1d10+4+1d6(curse)

Not that it matters...

Although how a giant block of jello can have reflexes, I have never known...

EricStratton
11th March 2010, 10:35 AM
Start of Round 3:

Greebo moves up (J10) and casts Eldritch Blast at the Cube. His eyes go wide as the mass splits down the middle allowing the energy bolt to pass through unimpeded (9 vs REF).

Cilene...

http://www.primeaxiom.com/rpgt/scene.asp?ID=i8edvwa71ph5zrl2ntj34tjgiuf8r6d11rh2z w37n11x4t3k3szqzpfdzlacpwe2InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used21Greebo40/400170-11Cilene34/340190-9Gelatinous Cube90????Bloodied; Cursed (Greebo); Dazed (until EoNT-Sagar-R3)?9Jagged43/4300110-Bestial Armor7Rend28/3601100+1 AC, REF, +2 speed (until EoE)7Sagar37/370191/2-6Mazirith31/430190-

Moonshadow
11th March 2010, 02:02 PM
Time for me to step into the light!

Move to G9

Continue the trend with another Magic Missile at the cube.

15 vs reflex for 10 pts of force dmg.

EricStratton
11th March 2010, 02:35 PM
Round 3 con't:

Cilene sidles up next to Sagar (G9) and shows Greebo what a good shot she is by firing her Magic Missile (15 vs REF) right through the part in the Cube he made with his shot.

The gleaming Cube still split in two turns over on its side so the part is now two arms facing the party. Before Jagged can even register what's going on the arms lengthen to either side of him and come together with a splash (24 vs 13 REF). Jagged stares at the group from inside the Cube, his hair already starting to go blond from the acids. (Jagged is grabbed, dazed, and taking 10 ongoing acid dmg)

Jagged, Rend, Sagar, Mazirith...

Greebo, Cilene...

http://www.primeaxiom.com/rpgt/scene.asp?ID=i8edvwa71ph5zrl2ntj34tjgiuf8r6d11rh2z w37n11x4t3k3szqzpfdzlacpwe2InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used21Greebo40/400170-11Cilene34/340190-9Gelatinous Cube90????Bloodied; Cursed (Greebo); Dazed (until EoNT-Sagar-R3)?9Jagged43/4300110Grabbed, dazed, and taking 10 ongoing acid dmgBestial Armor7Rend28/3601100+1 AC, REF, +2 speed (until EoE)7Sagar37/370191/2-6Mazirith31/430190-

Greebo
11th March 2010, 02:47 PM
Cilene hits, I miss. Must be opposite day!

Lets try again:

EB+5 vs ref
d10+4+d6

Then I throw a rock at it!

Shiz
11th March 2010, 02:59 PM
Rend will

Minor; quarry on the cube
Std: Cull the herd (harvest implement), +7 vs WIL, 2d8+5+1+d6 dmg, pull 3 squares (but probably not this time)

10 vs WIL is going to miss even a mindless cube....

Shiz
11th March 2010, 03:01 PM
Maz will move to L10 (or L9 if sagar went to L10), mark it with Aegis, and attack with Transposing Lunge

Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier (+4) damage,
and you teleport the target into a space adjacent
to you.

+9 vs AC, 2d8+5
26 vs AC, 14dmg

If Maz is at L10, then he will teleport the cube into the nook where it came from, otherwise he will not teleport it.

Moonshadow
11th March 2010, 06:18 PM
Cilene hits, I miss. Must be opposite day!



Annnnnd Greebo can't read because I missed too. Shesh men.

Hold both hands in front of me with index fingers extended and while making pew pew pew noises, fire off another magic Missile...
And this time I hit!

23 vs reflex for 12 pts of force dmg.

Complete the round by blowing on the top of my index finger.

noptov52
11th March 2010, 10:21 PM
Recuperating Strike: 15 vs AC (8 + 9 - 2)
Dmg: 7

Saving throw vs. the ongoing damage: 18

Apologies if I did this wrong - my brain is rather frazzled (even more than usual) from a midterm.

EricStratton
12th March 2010, 11:27 AM
Jagged, you're currently grabbed (inside the Cube) and dazed. You *can* attack it from inside it if you want but the ongoing damage is not a "save ends". You need to escape from the grab to stop the ongoing dmg. Since escaping is a move action you can either escape or attack (b/c you're dazed). If you choose escape, I'll just use your saving throw as the escape throw.

Which do you want to do?

noptov52
12th March 2010, 04:59 PM
Escape is probably the better option. If necessary add Jagged's Athletics (11) to escape the grab.

EricStratton
16th March 2010, 10:22 AM
Round 3 con't:

Jagged winces as the acid burns (43-10=33 HP) as he slowly but easily swims his way out of the Cube (29 vs FORT; move to L9).

Rend marks the cube as his quarry. Then attempts to lock eyes with it. He finds it difficult to find any sort of optical organ on the thing and gives up in frustration (10 vs WIL).

Sagar...

Sagar
16th March 2010, 12:39 PM
Sagar will fire a lance of faith at the cube (+5 vs Ref, d8+3 damage) and leave room for other fighters to close in.

21 vs Ref to hit
10 damage (radiant)

EricStratton
16th March 2010, 03:25 PM
Round 3 con't:

Sagar fires a Lance of Faith (21 vs REF) into the cube which buries itself deep sizzling as it goes (90+10=100 dmg, still bloodied).

Mazirith moves next to Jagged to create a unified front (L10), he marks it with Aegis of Shielding, and attacks with Transposing Lunge. He (26 vs AC) easily slips past the goo's defenses. With a touch of his sword the Cube is teleported to the other side of the swordmage back into the alcove (100+14=114 dmg, still bloodied).

End of Round 3

----

Start of Round 4:

Greebo, Cilene...

With the Cube's change of location, would either of you like to change your moves?

http://www.primeaxiom.com/rpgt/scene.asp?ID=i8edvwa71ph5zrl2ntj34tjgiuf8r6d11rh2z w37n11x4t3k3szqzpfdzlacpwe2InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used21Greebo40/400170-11Cilene34/340190-9Gelatinous Cube114????Bloodied; Cursed (Greebo); Quarry (Rend); Aegis of Shielding (Maz)?9Jagged33/4300110-Bestial Armor7Rend28/3601100+1 AC, REF, +2 speed (until EoE)7Sagar37/370191/2-6Mazirith31/430190-

Greebo
16th March 2010, 03:59 PM
I 9 for me

Shiz
16th March 2010, 04:04 PM
Sagar will fire a lance of faith at the cube (+5 vs Ref, d8+3 damage) and leave room for other fighters to close in.

21 vs Ref to hit
10 damage (radiant)

who gets the +2 attack bonus?

Sagar
16th March 2010, 04:40 PM
+2 to Maz. (sorry for not specifying earlier).

Moonshadow
16th March 2010, 07:39 PM
H9 for me. K9 seems too scary for me :D

Greebo
16th March 2010, 09:28 PM
H9 for me. K9 seems too scary for me :D

Don't worry - it's bark is worse than its bite.

EricStratton
17th March 2010, 02:55 PM
Start of Round 4:

Greebo says "It's right next to me now, isn't it?" Startled he shifts away from the just-appeared Cube and casts an Eldritch Blast into the floor (9 vs REF).

Cilene moves next to Greebo. Holding both hands in front of her with index fingers extended and while making pew pew pew noises, she fires off another Magic Missile. Even with half the creature obscured she hits easily (23-2 (cover) vs REF) blowing another chunk of jelly on the wall (114+12=126 dmg, still bloodied). Pleased with herself she blows on the top of my index finger.

The Cube slides forward (shift to J10) and (15 vs 15 FORT) just manages to cover Mazirith's legs with goo (31-12=19 HP, immobilized, bloodied).

Jagged, Rend, Sagar, Maz...

Greebo, Cilene...

http://www.primeaxiom.com/rpgt/scene.asp?ID=i8edvwa71ph5zrl2ntj34tjgiuf8r6d11rh2z w37n11x4t3k3szqzpfdzlacpwe2InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used21Greebo40/400170-11Cilene34/340190-9Gelatinous Cube126????Bloodied; Cursed (Greebo); Quarry (Rend); Aegis of Shielding (Maz)?9Jagged33/4300110-Bestial Armor7Rend28/3601100+1 AC, REF, +2 speed (until EoE)7Sagar37/370191/2-6Mazirith19/430190Bloodied; Immobilized

Greebo
17th March 2010, 03:01 PM
CURSE YOU, FLOOR!

Oh, right, gotta kill the cube first ...

EB+5 vs ref; d10+4+d6(curse)

23 vs. reflex
16 dmg

Sagar
17th March 2010, 03:52 PM
Sagar gives a healing word to Maz (10+3+d6) and then fires another lance at the cube (+5 vs ref, d8+3 radiant damage).

19 healing to Maz
14 vs Ref against cube
9 damage to cube, if hit
+2 to hit to Maz, if cube hit

Shiz
17th March 2010, 04:36 PM
Rend backs up a few and charges the cube (I10) with a Pounce attack, last chance for Quarry dmg. Rend fails.

Maz will use Luring Strike, with none of its shifting effects needed right now. Maz does 6 dmg.

Moonshadow
17th March 2010, 04:50 PM
See I was right, J9 WAS too scary.

I feel that this is a little repetitive today but gotta go with what's working.

Magic Missile - 20 vs reflex for 9pts of force dmg.

noptov52
18th March 2010, 12:01 PM
Standard: Recuperating Strike, +9 vs AC, d12+5, Hit: +3 tHP

Atk: 22 vs AC
Dmg: 9

+3 tHP

EricStratton
19th March 2010, 10:29 AM
When suddenly The Group gathers their collective strength and strikes the Cube down once and for all!

(All that dmg > Cube's remaining HPs. Maz: 19+19=38 HP, 8/9 surges remaining)

End of Encounter

100 xp each for defeating the immoveable Cube.

Sorry, I think I enjoyed the first day of March Madness too much. I'm feeling terrible today and don't have the ability to come up w/ anything more interesting.

-----

Rend's finally able to give the cube's little alcove a good examination and finds it is just a old washroom. He also heads to the east and reveals another alcove this one just as empty as the first.

http://www.primeaxiom.com/rpgt/scene.asp?ID=i8edvwa71ph5zrl2ntj34tjgiuf8r6d11rh2z w37n11x4t3k3szqzpfdzlacpwe2InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used21Greebo40/400170-11Cilene34/340190-9Jagged33/4300110-Bestial Armor7Rend28/3601100-7Sagar37/370192/2-6Mazirith38/430180-

Greebo
19th March 2010, 10:52 AM
Ok what's to the west?

EricStratton
19th March 2010, 05:26 PM
Rend takes the torch and scouts out the other direction. With the group behind him he turns down another corridor which opens up into a mausoleum of sorts. Four sarcophagi line the western wall. There's a single door to the east.

The torch is still the only source of light; it reflects off the dustless marble floor bathing the room in a pleasant glow.

http://www.primeaxiom.com/rpgt/scene.asp?ID=i8edvwa71ph5zrl2ntj34tjgiuf8r6d11rh2z w37n11x4t3k3szqzpfdzlacpwe2

Shiz
19th March 2010, 09:23 PM
Hold a sec. Rend is going to surge once before we move on, 28+6=34.

Any ideas on dustless floor? Is that the cube's doing?

Greebo
19th March 2010, 10:34 PM
Ever see what happens when jello lands in dirt?

Shall we open the tombs?

Shiz
20th March 2010, 12:28 PM
Let's move to the tombs. Examine them before we touch them, please. You Religion guys take a look.

EricStratton
23rd March 2010, 12:55 PM
I assumed a Religion roll or two was coming. I'll roll for you.

Sagar +8
Maz +7

Sagar and Mazirith examine the massive stone coffins and find very little ornamentation but can see they are of the finest craftsmanship and are sealed shut tightly. They recognize them as typical caskets for those of high import or wealthy families.

Rend notices (PP: 20) that the door to the east is locked.

Shiz
23rd March 2010, 01:16 PM
I suggest Cilene try the door while the rest of us stand guard in the middle of the room. We have some experience with coffins bursting open....

EricStratton
23rd March 2010, 01:27 PM
Situated like this?

http://www.primeaxiom.com/rpgt/scene.asp?ID=i8edvwa71ph5zrl2ntj34tjgiuf8r6d11rh2z w37n11x4t3k3szqzpfdzlacpwe2

Shiz
23rd March 2010, 01:27 PM
Perfect.

Greebo
23rd March 2010, 01:56 PM
G16 for me please. I'm squishy.

Moonshadow
23rd March 2010, 02:05 PM
Whichever way the door opens I'll jump to be semi behind it after I finish with the lock.

Not directly behind it, I don't want to get squished by a rapidly opening door. Somewhere in Row H.

18.

EricStratton
24th March 2010, 10:40 AM
Cilene takes a knee in front of the door and gets to work. She hears a click but as she reaches up to open the door her pick slips and the door stays locked (18 vs DC).

Shiz
24th March 2010, 10:59 AM
Jagged, go open that door. We will guard the center.

EricStratton
24th March 2010, 11:16 AM
STR roll please, Jagged.

New setup:

http://www.primeaxiom.com/rpgt/scene.asp?ID=i8edvwa71ph5zrl2ntj34tjgiuf8r6d11rh2z w37n11x4t3k3szqzpfdzlacpwe2

noptov52
24th March 2010, 01:27 PM
Jagged looks quizzically at Rend, but is never one to pass up on the opportunity to break something...

I think I broke it...

Greebo
24th March 2010, 01:31 PM
Greebo: "Herb, cleanup on aisles 3, 4, 5, 7 and 19...


Sorry, no idea where that came from..."

Sagar
24th March 2010, 02:47 PM
/em pulls out his axe and get's ready.

Greebo
24th March 2010, 03:14 PM
Wake up blug and send him to a spot on the wall by the door - about 10' from the door.

EricStratton
24th March 2010, 10:11 PM
Greebo wakes up Blug and sends him over toward the door (I put him at I17).

Then Jagged winds up and puts his fist completely through the door. From that side he simply turns the lock and opens the door.

Surprisingly no one two of the coffins slam open revealing two rotting, but animate, corpses the likes of which you haven't seen before.

Roll initiative

Because everyone was ready for an attack and had the general location right you get a surprise round.

http://www.primeaxiom.com/rpgt/scene.asp?ID=i8edvwa71ph5zrl2ntj34tjgiuf8r6d11rh2z w37n11x4t3k3szqzpfdzlacpwe2

noptov52
24th March 2010, 10:39 PM
Clever like a barbarian - Init +2

Seriously, it had been awhile since I got any crits. Apparently, I needed to make more skill checks...

Greebo
24th March 2010, 10:45 PM
Ini +2

Greebo
24th March 2010, 10:46 PM
I'll defer to Jagged and let him go before me rather than roll off for top spot.

Sagar
25th March 2010, 08:17 AM
Init +0

Sagar
25th March 2010, 08:18 AM
I'll defer to Greebo and not roll off for the top...

*sigh*

Shiz
25th March 2010, 09:55 AM
Rend +4 = 14

noptov52
25th March 2010, 10:43 AM
(In class today from 10 to 4)

Greebo
25th March 2010, 11:04 AM
Want me to run Jagged for you a bit, Nop?

EricStratton
25th March 2010, 11:35 AM
Maz init +2

Moonshadow
26th March 2010, 01:59 PM
Initiative - 9 Pfft!

I'll move to I18 during the surprise round

EricStratton
26th March 2010, 03:34 PM
Surprise round start:

Everyone (except Cilene)

http://www.primeaxiom.com/rpgt/scene.asp?ID=i8edvwa71ph5zrl2ntj34tjgiuf8r6d11rh2z w37n11x4t3k3szqzpfdzlacpwe2InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used22Greebo40/400170-22Jagged33/4300110-Bestial Armor21Undead 10????-?15Mazirith38/430180-14Rend34/3601100-11Undead 20????-?9Cilene34/340190-3Sagar37/370192/2-

Greebo
26th March 2010, 03:43 PM
Well, since ES put me first anyway...

Curse #1
Move blug to d18
Eyebite +5 vs. will; d6+4+d6 (curse) - invis to target SONT

23 vs. will, 12 damage

And wtf are these things? - Religion +5

EricStratton
26th March 2010, 03:50 PM
Well, since ES put me first anyway...
Well, the spreadsheet did. But good question - what's the tie breaker after Init modifier?

EricStratton
26th March 2010, 03:51 PM
Curse #1
Move blug to d18
Eyebite +5 vs. will; d6+4+d6 (curse) - invis to target SONT

23 vs. will, 12 damage

And wtf are these things? - Religion +5
Also, in a surprise round you only get one move (standard, move, or minor). That goes for everyone.

Greebo
26th March 2010, 03:57 PM
DOH - SUrprise round!
Sorry - just the EB then - and the nature check (free)

EricStratton
26th March 2010, 04:00 PM
And wtf are these things? - Religion +5
23 vs DC

Greebo realizes he *has* seen these before. He was assisting a Stahl School of Adventuring senior professor years ago and had stumbled upon one during their search for the lost Pendant of Myzrael.

They are Corruption Corpses. They stink of the dead. You get a faint whiff of it from 20' away and it's enough to turn your stomach. Up close you know that it'll be overwhelming (aura 1; -5 penalty to attack rolls). But he also knows that the stench is to make up for their weak melee skills. Their arms were made for throwing and they do that with deadly precision using only the most vile of secretions that will weaken anyone hit with it.

Finally, and Greebo had the misfortune of experiencing this firsthand, when they die they explode in a cloud of necrotic filth.

Greebo
26th March 2010, 04:02 PM
Ugh I HATE these things! BLUG! Go block them from getting anywhere close to me!

Shiz
26th March 2010, 04:12 PM
Well, the spreadsheet did. But good question - what's the tie breaker after Init modifier?

There is none that I know about.

Shiz
26th March 2010, 04:18 PM
Surprise Round:

Maz: Aegis of Shielding to Mark Corpse 2

Rend: Cull the Herd (Alfsair Spear) on Corpse 2: +7 vs WIL, 2d8+5, not pulling
13 vs WIL, 13dmg

Greebo
26th March 2010, 04:49 PM
There is none that I know about.

Die roll. Or coin flip. Page 267, PH. Voluntary delay makes it moot unless they both want to go first.

noptov52
26th March 2010, 05:50 PM
Charge Undead Number 2 with a Howling Strike (+9 vs AC, d12+d6+5) - Jagged hateses bad odors!

Atk:... Ick.

Sagar
26th March 2010, 05:53 PM
To keep them back while we shoot at them, Sagar will try Turn Undead.
(close burst 2, +5 vs Will, d10+3 radiant damage to each hit. Push west, if possible.)

Undead 1: 19 vs Will, 8 damage + any radiant vulnerability
Undead 2: 12 vs Will, Ditto

Targets hit are immobilized until the end of my next turn.

EricStratton
27th March 2010, 03:08 PM
Surprise Round:

Greebo starting things off by casting Eyebite on Corruption Corpse 1. It hits the creature in the face (23 vs WIL) burning it (12 dmg) and rendering Greebo invisible to it.

Jagged charges the second one. He catches his foot and just manages not to slide into the creature's stinky feet (natural 1).

Mazirith marks Corpse 2 with Aegis of Shielding.

Rend attempts to mess with Corpse 2's mind but it just manages to keep its undead wits (13 vs WIL).

Cilene moves out of the hallway and over to Blug (I18).

Sagar finishes off the surprise by attempting to Turn the Undead creatures. Corruption Corpse 1 sizzles and pustules burst (12+8+5 (vuln) = 25 dmg, bloodied) as the Sagar's divine light rains down on it (19 vs WIL) holding it in place (Immobilized until EoNT-Sagar-R1).

The light fails to hit Corpse 2, though (12 vs WIL).

End of Surprise Round

====

Round 1 Start:

Greebo, Jagged...

http://www.primeaxiom.com/rpgt/scene.asp?ID=i8edvwa71ph5zrl2ntj34tjgiuf8r6d11rh2z w37n11x4t3k3szqzpfdzlacpwe2InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used22Greebo40/400170Invisibile to CC122Jagged33/4300110-Bestial Armor21Corruption Corpse 125????Bloodied; Immobilized until EoNT-Sagar-R1?15Mazirith38/430180-14Rend34/3601100-11Corruption Corpse 20????Aegis of Shielding (Maz);?9Cilene34/340190-3Sagar37/370192/2-

noptov52
27th March 2010, 05:44 PM
Recuperating Strike, +9 vs AC, d12+5, Hit: you gain +3 tHP

Greebo
29th March 2010, 11:33 AM
Move blug to D17
Curse CC1
EB+5 vs. ref - CC1: d10+4+d6(curse)

13 vs. ref - probable miss?

EricStratton
29th March 2010, 06:43 PM
Start of Round 1:

Greebo sends Blug to get up into Corpse 1's face (D17). He follows a Curse up with an Eldritch Blast that just misses the slow moving creature (13 vs REF).

Jagged still unable to get his footing stumbles again as he tries to attack (natural 1).

Corruption Corpse 1 attempts to regenerate but finds it's unable to do so; Sagar's divine light still infects its skin! Seeking revenge on the one that made it hurt so, it hurls a Mote of Corruption that Sagar (19 vs 13 REF) is unable to avoid. It hits Sagar in the chest burning him and sapping his strength (37-14=23 HP, weakened (save ends)).

Reminder of what weakened is:

Your attacks deal half damage. Ongoing damage you deal is not affected.

Mazirith, Rend...

http://www.primeaxiom.com/rpgt/scene.asp?ID=i8edvwa71ph5zrl2ntj34tjgiuf8r6d11rh2z w37n11x4t3k3szqzpfdzlacpwe2InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used22Greebo40/400170Invisibile to CC122Jagged33/4300110-Bestial Armor21Corruption Corpse 125????Bloodied; Immobilized until EoNT-Sagar-R1; Cursed (Greebo)?15Mazirith38/430180-14Rend34/3601100-11Corruption Corpse 20????Aegis of Shielding (Maz);?9Cilene34/340190-3Sagar23/370192/2Weakened (SE)

Shiz
29th March 2010, 08:40 PM
Rend asks Maz to delay until after him. Maz agrees.

Rend uses Predator's Flurry (Autumn Harvest Totem):

Hit: 1d6 + Wisdom modifier (+4) damage, and the
primary target is dazed until the end of your next turn.
Effect: You shift 2 squares and then make a secondary
attack.
Primal Predator: The number of squares you shift
equals your Dexterity modifier (+3).
Secondary Target: One creature other than the
primary target
Secondary Attack: Wisdom vs. Reflex
Hit: 1d6 + Wisdom modifier (+4) damage, and the
secondary target is dazed until the end of your next turn.

Autumn Harvest Totem +1: +7 attack, 1d6+5 damage

Move to D18, attack CC1, 15 vs REF, 11dmg, dazed

If that hits, he then shifts to D19 and targets CC2, 22 vs REF, 6dmg, dazed

Minor action: Wild shape and a free shift to E20 out of the auras.

Shiz
29th March 2010, 08:47 PM
With Rend out of the way, Maz move to D18 and tries a Lightning Clash:

Attack: Intelligence vs. AC
Hit: 1[W] + Intelligence modifier (+4) damage.
Make a secondary attack.
Secondary Target: One creature within 5
squares of the primary target.
Secondary Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier (+4) lightning
damage.

Aecris Longsword +1: +9 attack, 1d8+6 damage

12 vs AC has to miss.

EricStratton
30th March 2010, 01:01 PM
Round 1 con't:

Rend pushes his way past Mazirith and leaps at Corpse 1. He is overcome by the stench eminating from the creature. It disorients Rend enough to throw off his attack (15-5 (aura) vs REF). Rend quickly shifts back into humanoid form to get away from the smell (shift to E17).

Mazirith moves forward (D18) and attempts a Lightning Clash but even without the stench his swing was a poor one (12-5 vs AC).

Corruption Corpse 2 winds up to throw a Mote of Corruption at Mazirith. Jagged interrupts with an opportunity attack.

Jagged, OA please.

The necrotic glob (24 vs 16 REF) hits Mazirith on the side of his neck. The tar-like substance burns and weakens (38-8=30 HP, weakened (save ends)).

Jagged's OA, Cilene, Sagar...

http://www.primeaxiom.com/rpgt/scene.asp?ID=i8edvwa71ph5zrl2ntj34tjgiuf8r6d11rh2z w37n11x4t3k3szqzpfdzlacpwe2InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used22Greebo40/400170Invisibile to CC122Jagged33/4300110-Bestial Armor21Corruption Corpse 125????Bloodied; Immobilized until EoNT-Sagar-R1; Cursed (Greebo)?15Rend34/3601100-15Mazirith30/430180Weakened (SE)11Corruption Corpse 20????Aegis of Shielding (Maz);?9Cilene34/340190-3Sagar23/370192/2Weakened (SE)

Sagar
30th March 2010, 01:32 PM
Sagar will cast Lance of Faith at corpse 1 (+5 vs Ref, d8+3 radiant damage). Does weakness affect non-melee damage?

Sagar will then move away from the stench (to G18).

13 vs Ref to hit, 6 damage + radiant vulnerability, if any

Failed ST.

Moonshadow
30th March 2010, 03:48 PM
MM at CC1

22 vs reflex for 8pts of force dmg

EricStratton
30th March 2010, 05:56 PM
While I'm waiting for Jagged's OA, Greebo and Jagged might as well post their turns as well.

EricStratton
2nd April 2010, 11:27 AM
I'm not sure what's up w/ noppy so if someone wants to post for him, I'll allow it.

noptov52
2nd April 2010, 03:01 PM
I apologize. I was a real mess mentally the last couple of weeks, so I went home for ~5 days to focus on getting my health and outlook to where they need to be... and I really did not get on the internet during that time. I'll work on my turn in a minute...

Opportunity Attack: 22 vs AC (plus/minus any additional modifiers - I'm not entirely clear on them).

Standard: Brutal Slam, Hit: 2[W] + Str, push the target 2 squares and knock it prone. Then one enemy adjacent to the target takes 1d8 + your Strength modifier damage.

Atk: 18 vs. FOR
Dmg: 22

Slide Corruption Corpse 2 to C18
Adjacent Dmg to Corruption Corpse 1 (?): 6

EricStratton
3rd April 2010, 01:07 PM
No prob, Nop. Glad you're back.

Round 1 con't:

Jagged swings as Corpse 2 raises its arm. Despite the strong odor his swing is good (22-5 vs AC; 16 dmg).

Cilene's Magic Missile (22 vs REF) hits Corpse 1 hard in the chest (25+8=33 dmg).

Sagar casts Lance of Faith at Corpse 1 but the undead creature is just fast enough to avoid it (13 vs REF). Sagar then moves away from the stench (to G18). To add insult to injury Sagar is unable to regain his strength (ST: 4 = Fail).

Does weakness affect non-melee damage?

- Yes, it affects all damage.

End of Round 1

EricStratton
3rd April 2010, 01:14 PM
Start of Round 2:

Greebo...

Jagged attempts to Brutally Slam Corpse 2 but this time the overwhelming stench gets the best of him and the Corpse blocks the attack (18-5 vs FORT).


http://www.primeaxiom.com/rpgt/scene.asp?ID=i8edvwa71ph5zrl2ntj34tjgiuf8r6d11rh2z w37n11x4t3k3szqzpfdzlacpwe2InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used22Greebo40/400170Invisibile to CC122Jagged33/4300110-Bestial Armor21Corruption Corpse 133????Bloodied; Cursed (Greebo)?15Rend34/3601100-15Mazirith30/430180Weakened (SE)11Corruption Corpse 216????Aegis of Shielding (Maz);?9Cilene34/340190-3Sagar23/370192/2Weakened (SE)

Shiz
3rd April 2010, 01:22 PM
Rend is going to back up one more to F17, mark CC1 as quarry then drop a Chill Wind (totem) on B17.

+7 vs FOR, d6+2dmg

I am specifying which implement since they have different crit properties. As a rule, if a mob is bloodied, I will use Autumn Harvest for the +1 dmg.

Greebo
5th April 2010, 10:25 AM
Move: Shift blug to C18
Standard: CC1 - EB+5 vs ref; d10+4+d6(curse)
Minor: Make raspberry noises.

Shiz
5th April 2010, 11:53 AM
Maz will stab at CC1 with

Luring Strike (Melee, +8 vs AC, d8 dmg, Shift 1 sqr, slide trg 1 sqr into space you left, before or after attk shift 1 sqr)

Miss means no positional swapping, but he gets his free shift, to E19

Greebo
5th April 2010, 11:59 AM
Craploado1stoday

EricStratton
5th April 2010, 03:16 PM
Round 2:

Greebo commands Blug to scoot over (C18) and then almost hits the poor little demon with a wild Eldritch Blast (natural 1).

Corruption Corpse 1 swings its rotting fist at Mazirith who deftly blocks the blow (21 vs 22 AC). It responses by slowly shambling toward Rend (shift to D17).

Rend responses to the Corpse's move by moving back himself (shift to F17) and marking the creature. Then he casts Chill Wind but it's not strong enough to hurt (10 vs FORT).

Mazirith almost drops his sword (natural 1) and slinks away in embarrassment (shift to E19).

Corruption Corpse 2 lunges at Mazirith (shift to D19) flailing away as it does so which Mazirith easily blocks (19 vs 22 AC).

Cilene, Sagar...

http://www.primeaxiom.com/rpgt/scene.asp?ID=i8edvwa71ph5zrl2ntj34tjgiuf8r6d11rh2z w37n11x4t3k3szqzpfdzlacpwe2InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used22Greebo40/400170-22Jagged33/4300110-Bestial Armor21Corruption Corpse 133????Bloodied; Cursed (Greebo); Quarry (Rend)?15Rend34/3601100-15Mazirith30/430180Weakened (SE)11Corruption Corpse 216????Aegis of Shielding (Maz);?9Cilene34/340190-3Sagar23/370192/2Weakened (SE)

Greebo
5th April 2010, 03:25 PM
For when its my turn again...

If CC1 is still alive, leave blug there. Otherwise move him next to CC2
EB+5 vs ref; d10+4+d6
BLUG, stop flipping me off, it's distracting!

Sagar
5th April 2010, 03:27 PM
Sagar will back up a step (move) and fire a lance at CC1 (+5 vs Ref, d8+3 + vulnerability to radiant).
17 vs Ref
7 damage + radiant vulnerablility, if any.
+2 to hit to Greebo.

Sagar will then take a second wind (minor, +9 hp)

Moonshadow
5th April 2010, 05:26 PM
CC1 is going down aaaaand, so is CC2. Sorry Blurg, bad positioning, blame Greebs.

Scorching Burst centred on C18.

This is going to be terribly tragic if only Blug dies.

CC1 - 11vs reflex
CC2 - 18 vs reflex
Blug - 24 vs reflex

For 11 pts of fire dmg.

EricStratton
5th April 2010, 05:43 PM
Round 2 con't:

Cilene casts Scorching Burst throwing the spell right at Blug who catches the worst of it and blinks out of existence (24 vs REF). Corpse 1 ducks under the flame burst (11 vs REF) but Corpse 2 isn't fast enough (18 vs REF) and it burns it does (16+11=27 dmg, bloodied).

Sagar takes a step back (H18) and, even in his Weakened state, fires a Lance at CC1 which it can't avoid (17 vs REF). The Lance glows furiously as it streaks at the vile creature. The Lance embeds itself into its chest. The corruption corpse lets out a pained moan moments before it bursts into a blinding, heatless flame. When you're able to see again, a pile of ash has replaced the undead corpse (dead).

Sagar pats himself on the back for a job well done (Second Wind - 23+9=32 HP; 8 surges remaining).

End of Round 2

====

Start of Round 3:

Greebo casts Eldritch Blast at Corpse 2 but his heart is sad at the absence of Blug and his aim is off by just a smidgen (13 vs REF).

Jagged, Rend, Mazirith...

http://www.primeaxiom.com/rpgt/scene.asp?ID=i8edvwa71ph5zrl2ntj34tjgiuf8r6d11rh2z w37n11x4t3k3szqzpfdzlacpwe2InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used22Greebo40/400170-22Jagged33/4300110-Bestial Armor15Rend34/3601100-15Mazirith30/430180Weakened (SE)11Corruption Corpse 227????Bloodied; Aegis of Shielding (Maz);?9Cilene34/340190-3Sagar32/370182/2Weakened (SE)

Shiz
5th April 2010, 06:03 PM
Sagar needs a ST.

Shiz
5th April 2010, 06:04 PM
Rend tries another Chill Wind, 4 dmg, no slide

Maz shifts to flank and stabs again, 15 vs AC has to miss, d8+1 dmg if not.

noptov52
5th April 2010, 09:58 PM
Move: Jagged shifts to B19
Standard: Recuperating Strike (+9 vs AC, d12+5, hit +3 tHP)

Atk: 25 vs AC (19 + 9 + 2 CA - 5).
Dmg: 16 (11 + 5)

+3 tHP to Jagged.

Sagar
6th April 2010, 07:52 AM
Sagar - ST attempt

16 Woot!

EricStratton
6th April 2010, 09:54 AM
Round 3 con't:

Sagar, better late than never, gets his strength back (ST: 16).

Jagged shifts behind the Corpse and (30-5 vs AC) drives his axe into its back (27+16=43 dmg). And Rend finishes it off with a strong Chill Wind (43+4=dead).

End of encounter

400 xp for defeating the Corruption Corpses.

+25 xp to Rend for the pre-fight preparedness.

Greebo
6th April 2010, 01:19 PM
Take a short rest, surge up, and resummon Blug.

Sagar
6th April 2010, 01:21 PM
Sagar will heal Maz to get him to full strength. Jagged can get there without help.

Sagar will then take 5 to regain healing.

Shiz
6th April 2010, 01:33 PM
Greebo wakes up Blug and sends him over toward the door (I put him at I17).

Then Jagged winds up and puts his fist completely through the door. From that side he simply turns the lock and opens the door.

Now we go look behind the door.

EricStratton
6th April 2010, 01:58 PM
Jagged is down to 10 surges and Maz now has 7.

http://www.primeaxiom.com/rpgt/scene.asp?ID=i8edvwa71ph5zrl2ntj34tjgiuf8r6d11rh2z w37n11x4t3k3szqzpfdzlacpwe2InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used22Greebo40/400170-22Jagged43/4300100-Bestial Armor15Rend34/3601100-15Mazirith43/430170-9Cilene34/340190-3Sagar32/370182/2Weakened (SE)

EricStratton
6th April 2010, 02:15 PM
The group cleans up, takes a breather, and heads into the room. In it is a single, unlocked chest bearing the image of a dragon which everyone at this point recognize as Bahamut. Rend doesn't find anything odd about it (PP: 20) so he opens it. Inside are various children's belongings - a small teddy bear, a doll, a wooden sword, articles of stale, moldering clothes.

Digging though the box Rend pulls out a small gold medallion with the name "Drystan Keegan" etched into it and a thin platinum bracelet with the name "Ceinwein Keegan" etched into it. Greebo determines these aren't magical. But Cilene and her back alley ways believes they could fetch a decent amount back in town.

Rend gives the box one more search and pulls out a cloak. It's no wonder he almost missed it, shadows seem to surround it no matter where the light comes from. Cilene and Greebo look it over and announce that it's a Gloaming Shroud.

Gloaming Shroud
Neck
+1 FORT, REF, WIL
Property: Gain +1 to Stealth checks in dim light or darkness.
Power (Daily - Zone): Minor Action. Create a zone of dim light (close burst 10) that lasts until the end of the encounter. Bright light created or brought into the zone is reduced to dim light while within the zone.

Shiz
6th April 2010, 02:21 PM
Rend grins at the implications of such a cloak.

Greebo
7th April 2010, 11:32 AM
Wait wait...

Search the coffins

Sagar
7th April 2010, 12:21 PM
I'll search. Raj will open and check the coffin CC1 came from. He will also try to sense magic in or around the coffin.

Search: 15
Magic: 22

EricStratton
7th April 2010, 12:42 PM
Raj? :lowlol:

Sagar's search (Perc: 23, Arcana: 23) reveals the coffins display no magic and the two remaining unopened coffins are sealed tightly shut.

Greebo
7th April 2010, 02:02 PM
Force em open. What kind of roll do you want?

EricStratton
7th April 2010, 03:09 PM
STR please. Or, if you want, you can "attack" them open.

Sagar
7th April 2010, 04:51 PM
Sagar will kick Raj back into the other game and try to open a coffin. Str +3

9 to open the northern or eastern most coffin (I can't see the map and I don't remember :( )

EricStratton
7th April 2010, 06:05 PM
Sagar, not as mighty as other dwarves, is unable to open the coffin (9 vs DC).

Sagar
8th April 2010, 07:39 AM
Seeing no one else doing it, Sagar will see if he can get a better grip on Coffin 2.

Str +3: - 15 total

Greebo
8th April 2010, 11:08 AM
The mighty Greebo, Warlock to the stars, will step up.

Str -1

Jagged, open that first one please.

Wait that should be +0 cause its str + 1/2 lvl right?

EricStratton
8th April 2010, 11:09 AM
Much to his dismay Sagar fares no better with the other unopened coffin (15 vs DC). He's comforted by the fact it seems no one is paying attention.

Moonshadow
8th April 2010, 11:10 AM
Oh, did you want help with that?

Sorry I was polishing these medallions.

EricStratton
8th April 2010, 11:14 AM
Wait that should be +0 cause its str + 1/2 lvl right?
Actually, yeah. I want the +1/2 level version. IMO you've gotten stronger as you've leveled. No reason to use the base stat. It doesn't change Sagar's results.

EricStratton
8th April 2010, 11:21 AM
Greebo's fingers slip off the first coffin. He gives Jagged a "you do this" look.

Then he moves over to the second coffin and, just as he's about to give up, the sealant cracks and reluctantly gives in to the will of the tiefling. Inside is a mummified corpse looking a lot like the ones you just fought with one striking difference - this one is very much dead and inanimate. At its feet are a pile of rotten rags that were once burial shrouds.

Sagar
8th April 2010, 05:23 PM
Sagar will check the corpse and search though the rotten rags. He will use the handle of his weapon to probe and poke, though. Just in case there are any nasties in there. He will also try to detect any magical auras in the mix.

perception +9 = 15
Arcana +8 = 21

EricStratton
8th April 2010, 10:03 PM
Sagar uses his axe handle to move the rags out of the coffin. Under them and a fine layer of dust he (Perc 15) notices a faint glimmer. He carefully fishes out two rings that, when cleaned off, appear to be expertly crafted and fitted with number of small beautiful gems but (Arcana 21) not magical.

Sagar
9th April 2010, 10:17 AM
Sagar will get the gems and check them for value. (Its a dwarven speciality!)

EricStratton
9th April 2010, 11:58 AM
Sagar turns them over in his hand. Gives em a good spit shine. They look to be worth about 70g total.

Sagar
9th April 2010, 12:25 PM
Sagar nods, tucks them into a belt pouch, and moves to the next coffin.

Sagar will look in the coffins that the CCs came out of.

EricStratton
9th April 2010, 12:27 PM
The open coffins are completely empty.

noptov52
10th April 2010, 12:56 PM
Annoyed that there wasn't another corpse to fight, Jagged takes his aggression out on the remaining coffin.

Str: 12 + 5 + 1 (1/2 level?).

EricStratton
10th April 2010, 03:45 PM
Jagged is also just barely able to get the coffin to open up (18 vs DC). This one, though, is completely empty (Rend PP: 20).

EricStratton
10th April 2010, 04:18 PM
The group heads back to the last room. And stares intently at the southern door.

Moonshadow
11th April 2010, 05:22 PM
Lets intently check it for traps with a shiny 22

Greebo
12th April 2010, 11:57 AM
How about listening at the door too? :)

EricStratton
12th April 2010, 03:07 PM
Detecting a trap is Perception. Disabling the trap is Thievery.

Cilene (Perc 13+3) sees no signs of traps nor does she hear anything on the other side of the door.

Also, by this time your Light has gone out. Do you wish to relight it or does someone want to crack a sunrod? Or just continue in the dark?

Sagar
12th April 2010, 03:31 PM
Cilene - Sunrod, if you please.

Greebo
12th April 2010, 03:59 PM
If Cilene doesn't respond soon, Greebo will crack one of his sunrods.

Moonshadow
13th April 2010, 03:50 PM
I'll toss a light spell on a stick or other piece of carryable debris and hand it off. Actually a glowing piece of burial shroud would be cool if I can find one that's not turning to dust at a touch.

<i> Sorry last minute interview today, just got home</i>

EricStratton
13th April 2010, 06:50 PM
FYI, Light only lasts for 5 minutes. If this is the route you want to go, I'm going to make you recast it.

Sagar
14th April 2010, 10:13 AM
World's slowest strobe light?

EricStratton
14th April 2010, 10:38 AM
Ok, since there's no other input:

Cilene walks back to the crypt lighting the way as she goes. Every piece of clothing from the coffins she touches crumbles. Disappointed she resigns herself to relighting the piece of wood she had been using before.

Back with the group, you are now ready to procede.

Someone want to open the door?

Shiz
14th April 2010, 10:58 AM
Rend will try the door.