The serving girl turns and smiles a wry smile, uncertain quite how to respond to what is, as far as the locals are concerned, known to everyone. As she opens her mouth to speak, the entry to the Antler and Thistle burts open, and all thoughts of her reply are lost...forever.
Bar Fight!
Four hobgoblins pour through the now shattered door, and with a cry of "For Sinruth! For the Hand!" the closest patron and the serving girl are skewered before you can even think to react. Gasps and cries arise from the local peasants as they grab ahold of drinks and garden tools as improvised weapons. Perhaps you had best do the same...
Rah
Graven
Goblin Blackblade
Norian
Hobgoblin Grunts (3)
Adis
Karan
Graven rose second with wordles cry of rage. He moved swiftly ignoring the closest enemy and getting between two further-placed goblins. He then swung his huge maul at one of them, while the air around him started to get oddly cold.
DM-requested rolls: DM-requested rolls (1d20=7, 1d20=17) (http://invisiblecastle.com/roller/view/2544609/)
Move Action: Get to F11, avoiding exposing myself to enemy attacks (can be done)
Attack Action: Strength of Stone on E12 - Attack (1d20+6=16) (http://invisiblecastle.com/roller/view/2544615/) vs AC, Hit: Damage (2d6+4=15) (http://invisiblecastle.com/roller/view/2544616/) and Graven gets 4 Temporary HP
Free Action: Nature's Wrath - enemies in squares surrounding me get marked.
The huge maul barely misses crushing the skull of the Hobgoblin, who shrieks in alarm.
A small black goblin you mistook for a hobgoblin at first throws a bitumen torch that it was holding behind the bar, barely missing the Barman. It the skitters behind a nearby table.
Uh oh! That's fire you see! Fire will spread quite rapidly! (Duh.)
If you're adjacent to a square that has fire, you can douse it as a standard action.
A minor action can be used as well, to suppress a square of fire, so it won't spread.
Map at this turn. (http://chrisjohnson.110mb.com/scalesofwar/e1/Bar_FightR1T3.jpg)
"Heavens Alive!" Norian yells as the hobgoblins roll into the inn. He then finds himself near one. He decides to put a little bit of space between him and the goblin, and then points a finger at said goblin. "Pelor, guide this holy bolt! LANCE OF FAITH!" Suddenly, a ray of brilliant light shoots out from the tip of Norians finger, and heads for the goblin.
DM Rolls: http://invisiblecastle.com/roller/view/2544658/ (http://invisiblecastle.com/roller/view/2544658/)(d20#1:10, d20#2 18)
In order of execution:
Move: Shift to K14
Standard: Lance of Faith http://invisiblecastle.com/roller/view/2544661/ (http://invisiblecastle.com/roller/view/2544661/)(1d8+4=10)
Minor: N/A
The bright ray is barely dodged by a very very annoyed Hobgoblin. He retaliates against the closest thing he can find, which happens to be Rah. The Hobgoblin's Longsword carries out the will of his anger, inflicting an unhealthy looking wound.
The pack enraged by Graven's enchanment launch a counterstrike against him as well! Graven is barely nimble enough to avoid one blow on his armor, but the second lands soundly.
Rah takes 5 damage.
Graven takes 5 damage.
Oh, and we'll dispense with the two extra d20s for the time being. There isn't any need for them yet...
Map at this turn (http://chrisjohnson.110mb.com/scalesofwar/e1/Bar_FightR1T8.jpg)
Realizing he was being left behind, Adis jumped to his feet. "Hmm, troublesome... troublesome..ah!" Stretching out his staff, Adis began quickly reciting an incantation. "Oh grasp of winter, reach out and bind my foes. Let thy fingers bring them tranquility..." The tip began glowing brighter and brighter. As the incantation finished, a bolt of white light shot towards the Hobgoblin bothering Rah. Without looking to see if it hit, Adis began to move around towards Graven.
DM Rolls:You said drop them for now so I will :)
Standard Action: Cast Ray of Frost on Hobgoblin at I14;Attack 1d20+5=24 (http://invisiblecastle.com/roller/view/2544825/) vs Fortitude; Damage 1d6+6=10 (http://invisiblecastle.com/roller/view/2544818/)
Move Action: Move to K11
Minor Action: None
Karan was last to react. Without a single word, and with the usual emotionless expression on her face, she grabbed her sword from the floor, unsheathed it, and launched forward, recklessly charging at the one she considered to pose the biggest threat- the goblin.
Movement: walking to H15
Minor: Oath of Enmity on goblin
Standard: Charging the goblin, followed by Whirlwind Charge in lieu of basic melee attack. Provoking opportunity attack on the way.
Rolls: To hit 13 (5+8), 18 (10+8), picking 18. http://invisiblecastle.com/roller/view/2544885/ (http://invisiblecastle.com/roller/view/2544885/)
Damage: 19 (5+10+4) http://invisiblecastle.com/roller/view/2544890/
Blood was drawn. In Rah's eyes, one could see only the fury of an enraged beast! His little legs rocket him forth on a course of destruction!
Spinning Leopard Maneouver! Attacks every enemy adjacent to the movement path.
Move: H14 to E11, then E11 to B14 (6 squares)
Attack: Dexterity vs Reflex
Hit: 3d8 + Dex mod damage
Miss: Half damage
Enemy/Attack/Damage
Attack Rolls: http://invisiblecastle.com/roller/view/2544944/ (http://invisiblecastle.com/roller/view/2544944/)
Damage Rolls: http://invisiblecastle.com/roller/view/2544946/ (http://invisiblecastle.com/roller/view/2544946/)
I14/(1d20+4=18+4=22)/(3d8+4=13+4=17)
E12/(1d20+4=13+4=17)/(3d8+4=16+4=20)
F10/(1d20+4=15+4=19)/(3d8+4=18+4=22)
B15/(1d20+4=15+4=19)/(3d8+4=16+4=20)
Graven takes another swing at hobgoblin near him, but due to Rah's sudden apperance near him he is thrown off-balance and misses. Cold, windy aura continues to emanate from warforged keeping goblinoids attention on him.
Attack Action: Strength of Stone on F10 - Attack (1d20+6=12) (http://invisiblecastle.com/roller/view/2545249/) vs AC is an obvious miss
Free Action: Nature's Wrath - enemies in squares surrounding me get marked.
Despite missing, Norian is undaunted. After cheering Rah on due to his martial prowress, he moves near Adis. "You guys take out that Pyromaniacal Goblin, I'll finish this fool off!"
With these words, Norian tosses a lance of faith at the hobgoblin, and the bright bolt screams towards its target at a frightening pace.
Move Action: Move to J10
Standard Action: Lance of Faith at hobgoblin in square F10 Attack:19+4(23) Damage:8+4(12) (http://invisiblecastle.com/roller/view/2545920/) (I know it looks odd, but I swear the 23 is the d20 roll, and the 12 is the damage.)
Minor:N/A
Seeing hit previous victim stiff as a board, Adis turn his attention to more immanent dangers. The fire behind the bar was quickly spreading out of control and would soon be too large to manage if not dealt with soon. Moving closer for a clear shot, he took a deep breath and began another recitation. "Breath of winter, calm the lands. Bring stillness to a raging world..." he began, this recitation being longer and more complex than the first. As he finished, the air behind the bar began to sparkle as the flames slowly died down. The fire at the entrance was still present but the immediate crisis had been averted.
Move Action: Move to G11
Standard Action: Cast Freezing Cloud at A8
Minor Action: None
Karan freed the blade from the corpse of slain hobgoblin, and turned towards arsonist goblin. Quickly, she lunged forward to him, her blade ready to deliver powerful overhead swing, immediately followed by second, slightly less powerful, but still formidable thrust.
Minor: Oath of Enmity to the goblin (B12)
Move: Move towards the goblin (walk to C13)
Standard: Aspect of Might on the goblin (B12)
To hit: 14 (7+7) and 10 (3+7), picking 14.
Damage (half in case of miss) 25 (11+8+2+4)
Effect (regardless): Karan gets +2 to damage and speed and +5 to athletics checks until the end of the encounter.
Using action point.
Bonus standard action: Overwhelming Strike on the goblin (B12)
To-hit: 26 (19+7) and 9 (2+7), picking 26. http://invisiblecastle.com/roller/view/2545982/ (http://invisiblecastle.com/roller/view/2545982/)
/spoiler
Damage : 13 (7+6). http://invisiblecastle.com/roller/view/2545982/ (http://invisiblecastle.com/roller/view/2545982/)
Additional effect: Goblin is pushed to A11, Karan shifts to B12)
Norian's target is surrounded by holy light. Angels can be heard for a moment, but we all know this Hobgoblin isn't going there.
Karan, seeing everyone in the party spending daily powers, doesn't want to be left out, and quickly smashes the heck out of our Goblin Blackblade. His first attack badly bloodies the small creature, the second makes it squeal and it dies a slow, painful death.
The Bartender looks up over the top of his bar, which is now covered with a light sheen of frost. His amazement is even greater that there are no Goblins alive in his bar, either! He grabs hold of the patron fleeing out of the back, yelling "Come now! They're all dead! Let's get this fire out before it spreads!"
One patron rushes up towards Norian with the amazing comment of "Whoa! I never knew priests could do that! Maybe I should go to church more often!"
The gamblers in the corner let the last few coins tinkle from their hands, and gawk at the carnage around the room. Suddenly one of them points and screams "There's one at the window!"
That's right, there's more! Two more hobgoblin grunts break through the front window, and seeing their comrades all dead around the Inn, let out a loud scream that brings reinforcements in with them. Sadly for them, reinforcements is only two more of their ilk, one holding another torch at the ready.
Rah
Goblin Blackblade
Graven
Norian
Hobgoblin Grunt (3)
Adis
Karan
Map at this turn (http://chrisjohnson.110mb.com/scalesofwar/e1/Bar_FightR2END.jpg)
Rah darts off and around stools and tables to strike two hobgoblins in a wide attack!
Move: E11 -> F10 -> G10 -> H11
Attack Technique: Five Storms
Attack: Dexterity vs Reflex
Attack Rolls: http://invisiblecastle.com/roller/view/2546218/ (http://invisiblecastle.com/roller/view/2546218/)
Damage Rolls: http://invisiblecastle.com/roller/view/2546219/ (http://invisiblecastle.com/roller/view/2546219/)
Enemy; Attack; Damage
H12; 1d20+4=20(crit!)+4=24; 1d8+4=8+4=12 (crit maxes damroll)
I11; 1d20+4=1+4=5; 1d8+4=4+4=8
I use the hit on H12 as trigger for stone fist flurry on I11 for 3+2[str mod]+2[non-trigger]=7 damage.
Graven moves ignoring a hobgoblin dying to Rah's attack and next to two others. He slams his maul into the ground and floor around him shatters as spikes of rock burst from within. Sadly hobgoblins are nimble enough to avoid them.
- "Determining appropiate response: Shit."
Move Action: To J12
Attack Action: Roots of Stone - not bothering with linking attack rolls because they *sucked*. Effect: (happens regardless of the fact I missed) area I11:K13 (3x3 sqaure) is rippling earth until end of my next turn, any enemy that exits the zone takes 4 damage and is knocked prone.
Free Action: Nature's Wrath - enemies in squares surrounding me get marked.
Minor Action: Warforged Resolve - I gain 3 temporary HP
Norian gives a giant grin and tells the peasant "Yeah. Clerics are trained a little differently, but that is still the power of Pelor at work!" Suddenly, the goblin reinforcements bust through "What! Curses!" Norian turns to the peasant, "Don't worry, we'll try to keep you safe." With that, He quickly slides over next to the peasant and looks up to the heavens. "Oh Pelor, god of the sun, may your fury bring pain upon this fowl creature! SACRED FLAME!" A bright light starts to shine on the Hobgoblin.
Move Action: Shift to K9
Standard Action:Sacred Flame at K11 Attack:1d20+4=18 (http://invisiblecastle.com/roller/view/2547060/)
Damage:1d6+4=7 (http://invisiblecastle.com/roller/view/2547063/)
Sacred Flames effect: I'm going to give Rah 2(my Charisma modifier) Temporary HP,if the attack hits
Minor:N/A
No sooner had he cast his spell, did Rah rush by him, nearly knocking him over. Turning around he saw the crumpled heap of a goblin that had sneaked up behind him. "You have my gratitude..." he said. Along the back wall he noticed another goblin sneaking along. With a few steps to the right, Adis began reciting an incantation. The air at the tip of his staff began to chill once more as a ray of white light lanced forth.
Move Action: Move to H12
Standard Action: Cast Ray of Frost at N10; Attack 1d20+5=19 (http://invisiblecastle.com/roller/view/2547310/) vs Fortitude; Damage 1d6+6=9 (http://invisiblecastle.com/roller/view/2547312/);Effect: If Hit, target is slowed until end of my next turn
Minor Action: None
Karan turned towards the last remaining foe, and rushed to him, trying to land a blow at the end of the charge. Her moves, however, were considerably less fluid than before- apparently, the fight was beginning to strain her. And so the nimble goblin managed to elude the swing with ease.
Move: to I13
Minor: Oath of Enmity on the goblin [N10]
Standard: Charge on the goblin [N10, moving to N11]
Rolls: http://invisiblecastle.com/roller/view/2547321/
Damage: har de har
Rah scoots around a table, flanking and striking the goblinoid!
Move Action: H11 -> J11 -> M8 -> N9
Attack Action: Monk Unarmed Strike
Attack Roll: http://invisiblecastle.com/roller/view/2547348/
Damage Roll: http://invisiblecastle.com/roller/view/2547349/
Enemy; Attack; Damage
N10; 1d20+5+2[flank]=16+5+2=23 vs AC; 1d8+2=6+2=8 damage
If a hit, I follow up with stone fist flurry of blows, for additional damage = 3 + 2[str mod] = 5.
The construct spots the last enemy and moves next to Karan kicking a chair out of his path as he goes and brings his hammer down on the goblin, this time connecting with the blow.
Move Action: To M11
Minor Action: Kicking the chair away
Attack Action: Weight of Earth - Attack (1d20+6=22) (http://invisiblecastle.com/roller/view/2547353/) vs AC, Hit: Damage (2d6+8=16) (http://invisiblecastle.com/roller/view/2547354/) and the target is slowed until end of my next turn.
Free Action: Nature's Wrath if he still lives.
The Hobgoblin attack finishes as surprisingly as it began...with Graven actually hitting something. The Blackblade gurgles and shudders once more, and quiet is restored. You barely finish putting out the last fire when a proud member of the Brindol Guard shows up. After briefly looking around, he pulls your group outside the bar to...chat.
That fight gains you a total of 580 Experience, or 116 Exp each. All of the Hobgoblin's equipment is far beyond the point of salvaging, and looked quite patchwork to begin with. They have nothing else of value on them besides 3 unlit bitumen torches, crudely made. You may take these if you wish.
The man is slightly overweight, and doesn't look like he's had too much experience in the fighting trade, but he manages to hold himself upright while faced with you five, bloodied as you are. So that's something for him at least. He takes a deep breath and speaks.
"What the hell was that!? You lot had better not be involved in this whole hubbub, because there's a whole rank and file of Guard heading this way right now. You've got two, maybe three minutes to convince me you didn't do any of this stuff, and I'll try to talk them down when they get here."
The First Encounter! (http://chrisjohnson.110mb.com/scalesofwar/barfight.php)
The Guard takes all this in, and approachs the member he feels most comfortable around, Norian. "A summons you say? Give me a moment to read it." He takes it from your hands and read it carefully. [You have a short rest while the SOMEWHAT overweight man reads.]
Ogre Bombardier
While he's reading, the shouting you've been hearing off in the distance gets continually louder. Soon, a throng of townsfolk appears around the corner, running from an odd sight: A full grown Ogre pulling a wagon by a yoke around its waist. The Ogre holds a cask in one hand, and a massive club in the other. Riding atop the wagon are two Hobgoblins weilding crude bows. The Ogre takes a look at your bloodstained group and roars towards it.
The Guardsman, still clutching the Summons stutters softly "Well...ummm...I think I might go see what's keeping those Guards!" and scuttles off.
Adis
Hobgoblin Archer (2)
Karan
Ogre Savage
Rah
Graven
Norian
Map at this turn (http://chrisjohnson.110mb.com/scalesofwar/OgreR1T1.jpg)
Adis slowly turned his head to face the new threat, however instead of fear, he felt glee...
I must ride it! he thought, but first the goblins have to go.
Sticking close to the building, Adis, approached the cart and began his recitation. "Lance of Wrath, inhabit the earth. Rise up and ravage my foes before me..." As he continued to recite, the ground before him slowly began to crackle, suddenly the ground exploded. You could see faint arcs of electricity leaping about before him as they began to rip at the cart.
Move Action: Move to H15
Standard Action: Cast Thunderwave at (G-I)(12-14);Attack { (G12)1d20+5=18 (http://invisiblecastle.com/roller/view/2547430/);(G13)1d20+5=20 (http://invisiblecastle.com/roller/view/2547431/);(Ogre)1d20+5=11 (http://invisiblecastle.com/roller/view/2547427/) } vs Fortitude; Damage 1d6+5=10 (http://invisiblecastle.com/roller/view/2547435/)
Minor Action: None
Taking a deep breath, Karan picks up the sword, and rushes forward to strike at the hulking Ogre.
Minor: Oath of Enmity on the Ogre
Standard: Charge, followed by Whirlwind Charge attack at the Ogre
Rolls: To hit- 12, 21, picking up 21. http://invisiblecastle.com/roller/view/2547457/ (http://invisiblecastle.com/roller/view/2547457/)
Damage: 12 http://invisiblecastle.com/roller/view/2547459/ (http://invisiblecastle.com/roller/view/2547459/)
Karan's lunge leaves her dangerously close to the Ogre, but she manages to land a strike against it! The Ogre looks a bit stunned, clearly not used to being hit at all, but still appears to be full of steam.
The Ogre, still holding the cask, comtemplates using its club and drops the cask on the ground. It explodes in a huge blast, burning the foot of the Ogre (who barely notices it) and Karan is left with a feeling of immense heat, though is not damaged by the cask. The Ogre's club on the other hand...that smacks Karan for a huge amount of damage, leaving her even bloodier than the wound beneath her bandage.
Karan recieves a staggering 18 damage and is bloodied.
Map at this turn (http://chrisjohnson.110mb.com/scalesofwar/er/OgreR1T4.jpg)
Rah's eyes narrow on the ogre. He interrupted eats! What evil!
Rah runs on all fours at super speed, then jumps at the ogre's face, becoming an indecipherable ball of wailing appendages!
Using Hunter's Quarry on the Ogre.
Then using Open the Gates of Battle Move and Attack
Move: to J13 (8 squares - OtGoB move gives +2 speed)
Attack roll: http://invisiblecastle.com/roller/view/2547924/
Damage roll: http://invisiblecastle.com/roller/view/2547930/
Quarry roll: http://invisiblecastle.com/roller/view/2547933/
Enemy; Attack; Damage
Ogre; 1d20+4=17+4=21 vs Reflex; 2d10+4+1d6=8+4+5=17
If hits, following up with stone fist flurry of blows for 3+2[str mod]=5 damage.
- "An... Ogre?" - Graven suddenly remembered something. Back then on that pass... there was one. Just one and it was enough - "This... is going to be ugly. Please let it work...
Warforged gripped his hammer tighter. Aura of cold that kept his enemies attention last battle came back, but this time it didn't stop spreading. Soon the construct was surrounded by something that looked like minature blizzard. Ground freezing around him he took several quick steps and swung his maul widely hitting the ogre surely if weakly. As frost climbed up from ground immobilizing the creature Graven glared at it and shouted.
- "Come on you son of a kobold, give me your best shot!"
Short Rest: Encounter powers recovered, no surges spent
***
Minor Action: Form of Winter's Herald (I get +1 bonus to AC, resist 5 cold, and every square withing 2 squares of me is difficult terrain for enemies. This "zone" moves with me as I go. Also I can use Form of Winter's Herald encounter attack in that form.)
Move Action: Get to J14
Attack Action: Form of Winter's Herald on Ogre - Attack (1d20+6=25) (http://invisiblecastle.com/roller/view/2547948/) vs AC, Hit: Cold damage (2d6+8=10) (http://invisiblecastle.com/roller/view/2547953/) and the Ogre is immobilized (save ends)
Free Action: Nature's Wrath - mark the Ogre.
AP - Standard Action: Second Wind - I get +8 hp (puts me on maximum), +2 to all defenses, and another +4 to AC from class feature.
Final AC 23
'An Ogre!?!? Oh Damnation! This night just doesn't end, does it?"
Norian runs up behind Karan and then gathers all of his strength. "Oh god of the Sun...I beg of you, give us the strength to persevere! Beacon of Hope!" Suddenly, a giant burst of divine energy radiates from Norians outstretched hands, and engulfs the ogre, the two hobgoblins, and Norian's allies in a bright divine light.
After bringing that down, Norian looks a little weary, but not in any way that will affect his performance. He then turns to Karan, and whispers a brief prayer. "Pelor, may you keep watch over my friends and smite my foes." Karan is bathed in a soft glow, which heals her wounds, and then,Acting very quickly,He throws a lance of faith at the Ogre. With the brief flash of light, Norian suddenly thinks about something he noticed when he cast the Beacon of Hope. Those goblins were sitting infront of them, but he noticed a bunch of barrels...barrels that looked like the one that the Ogre was holding!
"Oh!" Norian suddenly let out. "Hey! One of us needs to run back into the tavern and grab a torch! Hell! Grab two, three! Light em, throw them on the wagon towards the back, and then, RUN!!! Who wants to volunteer?"
Move Action: Move to I15
Standard: Beacon of Hope: Everyone gets 5 hp(if they need it, which only karan does, bringing her up to 13) and it attempts to weaken all enemies in the close burst 3(The ogre and the two goblins if Tavana allows.)
For the Ogre (1d20+4=19) (http://invisiblecastle.com/roller/view/2548113/)
For the goblin closest to me. (1d20+4=12) (http://invisiblecastle.com/roller/view/2548116/)
The Other Goblin (1d20+4=5) (http://invisiblecastle.com/roller/view/2548118/)(Dammnit, my first Critical Fail...)
Minor Action: Healing Word on Karan. So, a healing surge+1d6+ Healer's Lore+4 Beacon of Hope+5 (1d6+4+5=14) (http://invisiblecastle.com/roller/view/2548130/)
ACTION POINT
Standard Action: Lance of Faith at the Ogre
Attack roll (1d20+4=20) (http://invisiblecastle.com/roller/view/2548149/)
Damage Roll (1d8+4=12) (http://invisiblecastle.com/roller/view/2548150/)
(This better hit, and if it does, Karan will get the +2 power bonus against the ogre.)
Rah heads over in front of the Ogre like a little furry ball of damage, slamming his fists repeatedly into the hulking brute. The Ogre blinks quickly as if uncertain how such a small creature could make him hurt so badly.
Graven crunches through a layer of permafrost that starts to cover the ground around him. The fire starting to crackle its way up the Ogre's leg snuffs out quickly. Graven's blow stuns the Ogre, who can't understand what is going on. It's never felt this...pain thing before. Its muscles lock up!
Norian's hope heals Karan, while managing to encompass all the enemies you can see on the wagon. Only the Ogre is affected by his radiant power, though. His amazing speed with Pelor's Lance manages to blast the Ogre, and blood starts to visibly drip from its wounds.
Karan heals 18 damage, spending 1 healing surge.
Ogre is now bloodied, immobilized AND weakened.
Map at this turn (http://chrisjohnson.110mb.com/scalesofwar/e2/OgreR1T8.jpg)
The distinct lack fo screaming from the goblins left Adis disappointed. Looking to his left he could see his dreams of riding the Ogre crumbling with each attack they made. With a sigh he moved to a better vantage to observe the goblins. They seemed to be holding something... a cask of some sort?... Adis thought. Then a smile crept across his face. ...Soooo, they think they're so smart with their bombs and their trained ogre and their dumb little cart...
"Focused will -like shards of glass- whip and rage. Rend my foes till they bleed all over..." He recited. This was one of his favorite spells, in fact he liked so much, he cast it twice. Soon the goblins were dancing about in their cart. Hmm dancing with an explosive? That doesn't seem very smart...
*I'm hoping since this attacks an area and not the creature you'll allow me to destroy the casks or at least make them drop the casks, making them explode prematurely*
Move Action: Move to J16
Standard Action: Cast Cloud of Daggers at G13; Attack 1d20+5=17 (http://invisiblecastle.com/roller/view/2548730/) vs Reflex; Damage 1d6+5=11 (http://invisiblecastle.com/roller/view/2548731/)
-Effect: Till the end of my next turn Cloud of Daggers persists. Any creature that enters or starts it's turn inside takes my WIS Modifier damage (2)
Use Action Point
Extra Action: Cast Cloud of Daggers at G12; Attack 1d20+5=25 (http://invisiblecastle.com/roller/view/2548738/) vs Reflex (Crit!); Damage 1d6+5=11
-Effect: Till the end of my next turn Cloud of Daggers persists. Any creature that enters or starts it's turn inside takes my WIS Modifier damage (2)
Adis manages to impale both the Goblins with daggers aplenty, leaving them with many bloody wounds. The Goblin furthers from your group drops its lit cask as well.
He quickly scrambles to pick it up, throws it at your group and jumps off of the cart and to the North. His aim isn't that good, though, and it rolls under the Ogre's feet. The other Goblin throws his cask as well, notches and fires an arrow at the cask, and slides to the other side of the wagon. Black pitch bubbles from the wound, and the cask explodes - setting off both casks at once!
The Ogre would grunt from the heat and pain...if it could.
Rah manages to avoid the burning pitch explosion, Graven, Karan and Norian are not so lucky.
Also worth a mention: The wagon starts to burn.
All enemies are now bloodied.
Norian takes 8 damage.
Karan takes 8 damage.
Graven takes 14 damage.
Map at this turn (http://chrisjohnson.110mb.com/scalesofwar/e2/OgreR2T3.jpg)
Circling the orge, Karan positions herself so that she can strike at the beast's back.
Move to I11
Minor: Infernal Wrath on Ogre (+1 to-hit I get)
Standard: Bond Of Retribution on ogre
To hit: http://invisiblecastle.com/roller/view/2549696/ (http://invisiblecastle.com/roller/view/2549696/) picking 27 (should be 28, but forgot to include bloodhunt (+1 to hit when enemy is bloodied) bonus in the roll. Meh)
Damage: 12 http://invisiblecastle.com/roller/view/2549697/ (http://invisiblecastle.com/roller/view/2549697/)
Effect: First time Karan receives damage from other source than orge this turn, orge gets additional 2 radiant damage.
Karan strikes the Ogre forcefully, continuing the onslot of damage against the beast.
The creature shakes its head forcefully. Building up its resolve against the pain it roars deeply and raises its club, smashing it downwards...quite critically...in Graven's direction. Thank heavens for him that the creature is feeling a bit weak at the time.
Ogre critically hits Graven, but due to it's weakened state, Graven only takes half damage.
Graven takes 13 damage, leaving him bloodied.
Ogre is no longer weakened or immobilized.
Map at this turn (http://chrisjohnson.110mb.com/scalesofwar/e2/OgreR2T5.jpg)
Rah leaps up and aims a flying kick right at the ogre's face!
Hunter Quarry still active for this turn (but not after), so says the phb1 errata.
Attacking with Crane's Wings, Dexterity vs Fortitude
Attack Roll: http://invisiblecastle.com/roller/view/2549717/
Damage Roll: http://invisiblecastle.com/roller/view/2549718/
Quarry Roll: http://invisiblecastle.com/roller/view/2549719/
Enemy; Attack; Damage
Ogre; 1d20+4=6+4=10 vs Fort; 1d10+4+1d6=3+4+5=12
If it hits, using stone fist flurry for extra 3+2[str mod]=5 damage.
Rah feels his kick going wide! There is much sad times. Until...
Out of the corner of his eyes, he catches Karan smirking, a strange radiance enveloping her hands - Rah finds his foot mysteriously gravitating back toward the oaf's noggin!
Karan decides to use her Divine Guidance Channel Divinity Power on the ogre oath of emnity target. I get to reroll my attack!
New Attack roll: http://invisiblecastle.com/roller/view/2549720/
New attack value: 1d20+4=14+4=18 vs Fortitude
Graven shook his head but remained on his feet. That was close, but he knew he could take it for just a bit longer. He quickly made a powerfull blow to ogre's leg, temporarily hindering it's movement, then wisely took a step back.
- "Cleeeeriiiiic!"
Minor Action: Warforged Resolve - I gain 3 temporary hp and since I'm bloodied I also regain 3 hp.
Attack Action: Weight of Earth - Attack (1d20+6=23) (http://invisiblecastle.com/roller/view/2549796/) vs AC, Hit: Damage (2d6+8=19) (http://invisiblecastle.com/roller/view/2549798/) and the Ogre is slowed until end of my next turn
Move Action: Shift to K15
"Graven! Hold on!" Norian utters his Healing Word, and Graven is bathed in a soft light which heals him. Turning his attention back to the ogre, Norian continues the barrage of LoF's, after taking a step back.
Move:Shift one square back to I16
Standard: Lance of Faith on the Ogre (I want to see if we can kill it before the cart blows up)
Attack1d20+4=17 (http://invisiblecastle.com/roller/view/2550498/)
Damage:1d8+4=7 (http://invisiblecastle.com/roller/view/2550533/)
Oh, and the LoF effect ((+2 to your attack against the Ogre) goes to Rah. Crush it bro!
Minor: Healing word on Graven. So, a healing surge, plus 1d6+4+5=14 (http://invisiblecastle.com/roller/view/2550543/)
If the Ogre is dead...
With great disdain, Adis watched the goblins succeed in igniting the barrels on his allies. Will the Ogre slain, there was only one thing left to do. Time to finish off those bastards who interrupted my meal. An audible groan from his stomach reaffirmed his resolve. Behind the Ogre's corpse, he spotted one of the Hobgoblins trying to get away. With a quick step forward, he thrust his staff out. Reciting the whole incantation in record time, the bolt of white hurtled towards Hobgoblin.
Move Action: Move to K14
Standard Action: Cast Ray of Cold at Hobgoblin Archer @ J8; Attack 1d20+5=14 (http://invisiblecastle.com/roller/view/2550628/) vs Constitution; Damage 1d6+6=7 (http://invisiblecastle.com/roller/view/2550631/)
Minor Action: None
If the Ogre is still alive...
With great disdain, Adis watched the goblins succeed in igniting the barrels on his allies. Turning to the Ogre he could see all it needed was push through death's door. Suitably, he had just the spell for that. "Herald of eternal sleep, relieve my foes of their worldly pains. Release them from their corporeal bonds. Give them... peace" As he chanted, an eerie green mist seemed to seep from the Ogre's flesh.
Standard Action: Cast Ray of Enfeeblement at Ogre; Attack 1d20+5=22 (http://invisiblecastle.com/roller/view/2550633/) vs Fortitude; Damage 1d10+5=14 (http://invisiblecastle.com/roller/view/2550634/)
Move Action: Move to K14
Minor Action: None
Norain's faith in Pelor is the last straw, and the mighty Ogre topples over, still chained to the wagon. The wagon tilts slightly with the weight of the creature, but stays upright. A slosh of pitch inside the now burning casks can be easily heard.
With a crack, a shot of flame bursts into the air and the first of many of the casks inside the wagon start to explode. The Goblin Archer squeals in pain, breathing its last.
Adis starts to mop up the final Goblin, succeeding in pushing it further towards the now inevitable outcome.
The Archer bounds a bit futher away, firing off another arrow: this time at the blasted Wizard with his painful spells.
Graven heals 22 damage.
Adis takes 12 damage, and is now bloodied.
Ogre dies.
A Hobgoblin Archer dies.
Seeing the as the last foe flees, Karan grips her blade firmly, and yet rushes forward, chasing him. And though the creature is quite far already, it simply can't outrun the tiefling. Soon, Karan takes a wide sweep, aiming to mow down the cowardly creature.
Minor: Oath of Enmity on the gobbo
Move: Move to N6
Standard: Charge on gobbo
To-hit: http://invisiblecastle.com/roller/view/2551588/ picking 19
Damage: http://invisiblecastle.com/roller/view/2551589/
Your rag tag group - standing well away from the now rapidly exploding pitch casks - finally slumps into the grass at the front of the Inn. Those Guards you were told about showed up fifteen minutes later, perhaps taking their time purposely? Either way, they surround your group. One guard is about to step forward to begin what is sure to be interrogation when the Barman exits the Inn and into your midst. Taking one look at the Guards and quickly reading their intent, he loudly declares "These fine folk aren't going to be answering any of your questions tonight, Guard Flenter. These people saved my pub from burning down more than once tonight, and I'm not letting you at them until they've at least had a night's rest. Try to stop me and I'll make sure you never have a drink in this town again." He turns away from the group of Guards, and quietly says "Can I show you to your rooms?"
He leads you not through the door you went in earlier, but into the building on the other side of the smouldering wagon. His steps take you up a flight of stairs, to a large room at the end of the hall. "You four can set up in here. Let me know if you need anything. The lass will just be in the next room if you need her. I'd suggest you get a rest." He points Karan to a slightly smaller door saying "My wife can get you anything you need. Washroom is the first door on the left at the bottom of the stairs. I'll be able to delay the Guards until at least midday, but I'd suggest you make yourselves ready by then."
He turns and starts walking down the stairs, pausing only to turn his head to say "You have my thanks, Warforged."
The fight gains your group a total of 650 exp, or 130 exp each.
Extended rest. You'll wake up at 9am when the sun comes up if you choose to sleep.
- "You all go rest. I'll come soon" - Graven told to his companions and walked down after the man - "I'm sorry to trouble you good barkeeper but I have two questions too you, if it's not a problem. The first one would be do you know that guard that came here before ogre appeared? He seems to have taken off with summons one of my companions, the priest had. The other question would be about something your serving girl mentioned. She spoke of something called "Red Hand". I... My knowledge of history has large holes so I wanted to ask her about it, but the goblins came in and..." - warforged paused, not sure how to continue.
Warforged need two less hours of rest, so Graven should have time to hear out anything barman is willing to tell :P
Adis sighed and slumped against a wall, however a growl from his stomach interrupted even this rest. Heading downstairs he saw Graven talking to the barkeep. Great...
Taking a seat near the two, he pulled out a small book. I guess I'll prepare for tomorrow then, he thought.
Spells Prepared
Encounter: Ray of Enfeeblement
Daily: Freezing Cloud
Also Tavana, because I only had access to PHB1 when I first created my character, Now that I have access to more resources I would like to change my human starting trait from Coordinated Explosion to Bitter Cold if that's ok with you.
"You may call me Aldus, Warforged. As to your friend's papers...Darien may be a fool, but he won't lose them. I expect Eoffram...well, sorry. Councilmember Eoffram Troyas will want to speak with you tomorrow, no doubt. He'll either have your papers or know how to get them. Either that or my wife will give his wife hell, and something will get done. Don't worry too much about it, Warforged. You've taken care of us and we repay our debts."
"And her name was Sojar." His brow creases slightly, but he continues "Ah, yes. The Red Hand. That I can tell you a little, but you'd be better to ask Javil over at the Hall of Great Valor. Basically, about ten years ago we had a group of Hobgoblins band together to form what they called the Red Hand. Around these parts they called it the Red Hand of Doom. The wanted to wipe out all the major cities of the area, and they decided to start with Brindol since we're the biggest. We had a bit of help from some of your lot, and a few others. You can have a look over at the Hall when it gets light. We managed to bag us some of their armor and whatnot. It's sorta become the local legend."
His eyes glaze over for a moment, and he shakes his head to steady himself "If those Hobbies in me bar tonight said what I thought they said, and they're trying to bring back the Hand...well, they've got a long way to go. Couldn't even trash a pub without losing a dozen fighters."
Aldus sighs a long and regretful sigh, and ventures to place his hand on Graven's shoulder. "I understand you must have a lot of questions. I hear your minds don't remember things quite like ours do. But my wife will be fidgeting wondering where I am. If you want to ask me anything else I'll get up extra early to chat with you - I hear you lot don't hardly sleep at all anyhow."
----
Each bed has a parcel atop it, with a portion of salted meat and a small loaf of bread. Meager, perhaps, but the town wasn't exactly bustling for business at this time of year.
Karan will wake up a with a retroactive class change to Barbarian, as discussed on IRC and elsewhere.
RP as much as you'd like from this point, plot will continue in the morning.
Rah slips on his bum! And he slips a few more times trying to get up. Rubbing his sore hide, he glares at Adis with a fury of a thousand suns! The evil wizard will pay a terrible, nigh unfathomable price!!!
...
Rah waits until everyone is asleep, then attempts to sneak over to Adis and fart on his pack lunch.
Stealth Roll: http://invisiblecastle.com/roller/view/2553879/
1d20 + 4 = 11 + 4 = 15 vs whatever Adis's perception while sleeping is.
Norian and Rah descend the stairs presently, and after giving you a moment to greet each other Aldus makes his way over to your group "I do apologize for the rush this morning. The Guards are just trying to make the townsfolk think that they're actually doing something. Don't mind them too much. They're mostly harmless."
He leads you to the door and unlocks it. Aldus pokes his head outside and says "Those heros you wanted to see are ready now." With a nod to you, he walks back into the Antler and Thistle. You can easily tell the Guards have not slept well. They are a bit gruff with you, and perhaps a bit apprehensive of the tales of your slaying an Ogre. "This way!" is their command.
They lead you towards the centre of Brindol, and you begin to see the damage the town went through a bit better in the light. Quite a few houses are charred, and there's more than one person mourning the loss of a loved one. The majority of the people you pass are human or half-elf, but there are more than a few dwarves helping to repair damaged walls.
After a few minutes your steps lead you to the council chambers. "They met earlier, but since you couldn't be bothered to wake up a bit earlier, you'll have to deal with Troyas one on one. Wouldn't want to be in your shoes." The Guards smirk in your direction and beckon a page to direct you to his personal chambers. The council chambers themselves aren't terribly impressive, but considering the town is barely more than 5,000 strong it's quite a large building. Through the massive entry, two lefts and a right lead you to the doors of Councilmember Eoffram Troyas' personal chamber. The page ventures to quietly say "Be careful, he doesn't take too kindly to jokes." before knocking lightly and announcing your arrival.
Skill Challenge: Eoffram Troyas
Councilmember Eoffram Troyas is a tall man, with a slender body. His slightly pointed ears indicate his elven heritage, but his cheeks are too full to be of pure blood. A half-elf, then. He greets you solemnly, making eye contact with each of you in turn before indicating the five chairs he has set in front of his small desk. The room seems a bit cramped with so many people, but Eoffram isn't bothered by it, so why should you be? He waits quietly until you've each taken a seat, finally clearing his throat to say "Thank you for meeting with me. I am considering something, and I wished to speak to you about it in person - and in private."
His gaze moves deliberately along each of you, taking in the effect of his statement.
Skill challenges are perhaps one of the more debated changes in 4th edition D&D. I'll make this one as simple as possible, and hope that you can pick the rest up from there. I don't have to include them, but let's be blunt: it's basically free experience if you can succeed, and who doesn't like free experience? Also, there are both rewards and consequences for your actions in these challenges. Think of it as roleplay with a twist.
The outline of a challenge: Basically, you're going to have to choose a skill to use to attempt to succeed in a challenge. You can use a skill more than once, and you can support your fellow players as well. When you choose a skill, write up a description of you using it, and roll d20. If a player wants to assist, write up how you'll assist. You also roll d20. The players helping will add +2 to your roll if they roll higher than 10 (this is really 10+1/2 character level of person you're assisting, but that doesn't matter yet). Up to a maximum of 4 players can assist one action, for a maximum bonus of +8.
For example: I have Bluff [9]: "I have five aces. Beat that!". d20 = 15 + 9 = 24
Player 2 says "Holy crap, I forgot that I added another four aces to the pack!" d20 = 13, total = 24 + 2 = 26.
DC = 25, you succeed in your check for this round.
If that assist FAILED, though, the player would have a -1 to their action, as you'd distract them.
Feel free to use IRC or email to coordinate.
You continue with different (or the same) tactics until a certain number of successes or failures have been reached, and the experience and results ensue.
You can use ANY skill that you can justify, but there are certain skills that will be better than others.
In this Skill Challenge, the best skills to use are: Diplomacy, Insight, History.
Be VERY AWARE: If you ONLY support, or DO NOT attempt to participate in this (or any other) challenge, you will gain no experience, even if it succeeds. You have been warned.
Eoffram smiles slightly, apparently having expected more of a reaction than the few raised eyebrows that he was met with. He pulls out a piece of paper and presents you with it. A bloody handmark has been drawn onto it. "You may have heard of the Red Hand before. Aldus of the Antler and Thistle has informed me this morning that he supplied at least one of you with basic knowledge of it. Either way, be aware that they were a formidable force of Hobgoblins that attempted to wipe out the civilized villages in this area. They started - and stopped - with Brindol. A group of...companions, shall we say - they assisted our village in fighting off this threat. We now face a group that appears to be attempting to resurrect this band. You met with some of their ilk last night, I am told. I shall be brief, I am considering petitioning the council to secure your aid in this matter. But I need assurance of your abilities...and motives before I can approach them."
Please read the previous spoiler on Skill Challenges again. There are some important changes that have been made, and I don't want anyone to miss out.
Graven sits down not sure what to say, instead try to bid his time and get a feel of the man they were speaking with. A feat not exactly easy considering differences in how human and warforged minds work.
Insight (1d20+1=5) (http://invisiblecastle.com/roller/view/2557720/)
He certainly likes to beat around the bush, doesn't he? Adis thought. Now a previous band of adventurers? Has such a tale crossed my ears?
Adis closed his eyes and delved deep into his thought searching for something that could convince Troyas to get on with his proposition.
History 1d20+10=24 (http://invisiblecastle.com/roller/view/2557722/)
Rah eyes the man in front of him. He could tell this man was important, and like any object of interest in the wild, he focuses all his senses on it. Emotions like fear, aggression, could be detected by body motions, perspiration, smell, and such.
Rah concentrates.
insight roll: http://invisiblecastle.com/roller/view/2557726/
insight = 1d20 + 1 = 12 + 1 = 13
Okay Norian. Calm, calm. This is somewhat important, so you need to keep your composure. Alright, maybe he's willing to talk to me, have an exchange, and I can hopefully convince him that we are who we say we are. "Sir, I know we arrived in town yesterday, but, you saw the summons, and Aldus will vouch for our legitemency. We are willing and able to do whatever it takes to prove our innocence. Please, I beg of you, believe that we are real, by the Holy Sun..."
Diplomacy (1d20+7=24) (http://invisiblecastle.com/roller/view/2557732/)
Due to Rah's insightful proceedings, your group learns that Intimidation is NOT a good way to go with this half-elf.
Instead of speaking, Karan simply tried to assume a properly imposing pose, to wordlessly prove that the blade she carried was not for show. She, however, did not feel entirely comfortable with that kind of showing of.
Endurance used to show of Karan's experience.
Roll: 15 + 7 (http://invisiblecastle.com/roller/view/2558039/)
- "Some might have because they wanted to help those in need" - Warforged glanced at the cleric - "Others might have felt called to there. Yet others still might have came for the gold, or because it helps them reach their goals. If the results are the same, does it matter so much? Even in Nerath we used mercenaries in times of great need and properly payed dog of war could prove as faithful as someone fighting for his cause.
Diplomacy (1d20-1=10) (http://invisiblecastle.com/roller/view/2559337/) :(
Rah is sort of daydreaming when Graven's mention of the word "dog" snaps him out of it. Something important happening? Rah must contribute!
"Yah! Rah come because of... I forget now. But now I have seen light! I serve dog now."
Rah smiles. Then scratches himself.
Rah is assisting! What magnificient boon does he bring?!
Diplo roll: http://invisiblecastle.com/roller/view/2559369/
Diplo = 1d20 + 0 = 8
Uh oh!
Hearing his companions' remarks made Adis chuckle. "I cannot speak for my companions, but I am a wanderer. Such a life required I not be choosy when a job is offered. It is true that I accepted this job for money, but I accept other forms of payment as well. And... you don't have to worry about betrayal, at least not from me. If your coin is in my pouch, I am yours until I finish my job." Adis' face was turning more serious with each word he spoke, and then suddenly he smiled, returning to his normal carefree expression.
Diplomacy 1d20=17 (http://invisiblecastle.com/roller/view/2559526/)
"Good sir, I know not your religious beliefs, however, I believe you at least know that Pelor watches over us all, and it is my job to alleviate any pain and suffering that I come across, even if I must deal some to do so. I tell you as a servant of the Holy Sun, we do this not just for money, we each have our own reasons that we carry with us. Fate,it seems, has brought us together."
Religion (1d20+5=24) (http://invisiblecastle.com/roller/view/2560491/)I hope this works...
'Money' sniggered Karan. 'I care not for it. I have evidence solid enough to suspect that the Red Hand is somewhat connected to the being I devoted my life to hunt down and kill. As long as this connection is still visible, I need no further motivation to sacrifice everything I have for this mission.'
History check: result is 15
http://invisiblecastle.com/roller/view/2560604/
A smile creases Councilmember Eoffram Troyas' face, and he sits back in his chair to regard you. "I will admit, you're not what I expected. Fate indeed, cleric. I will petition the council in regards to your merits. We reconvene at the evening bell, and I will send for you when we finish. Until then, I would suggest you take a look at the Great Hall of Valor, located just across the town square. I have been informed that there are several...items of interest, shall we say, that have gone missing. I believe visiting with Javil may make you a bit more aware of exactly what the council will ask of you."
"Oh, one other thing - your talented cleric handed a sheet of parchment sealed with a most curious magic over to a Guardsman last night. Considering what we have been able to discover of the nature of the enchantment, letting it out of your sight was not the cleverest thing to do. I also gather that each of your carries such a letter? If so I would keep the remaining copies quite close at hand. I will do my best to persuade our scholars to stop deciphering its nature and return it to you."
"Now please, begone. I have other tasks that need my attention before the council meets tonight. The page at the door will direct you out." Abruptly, and with little to no ceremony you find yourself directed back into the afternoon sun.
Your party succeeds, gaining 200exp total or 40exp per character.
I will supply an in depth review of this challenge to assist you in understanding the process. This is a one time thing.
1. Graven fails.
2. Adis succeeds.
-Troyas informs that History is no longer an option
3. Norian succeeds.
4. Rah succeeds.
-Group learns not to intimidate
5. Karan succeeds.
-Troyas informs that Endurance is no longer an option
-Troyas also informs you not to use your weaponry in your skill attempts
6. Graven fails.
7. Adis succeeds.
8. Norian succeeds.
9. Rah helps Graven fail.
10. Karan fails, as history is no longer an option.
Getting to Brindol's town square was quite simple, walk north to the walls, and west until you hit the river and viola! Town square!
In the centre of the square there's a set of makeshift stocks. The Hobgoblin is currently occupying them, and appears to be shackled as well. Two Guards stand nearby to make sure that he doesn't escape...as well as the townsfolk don't get overzealous with him. That being said, there is quite a lot of evidence of rotten fruit and vegetables having been thrown in his direction. That being said, at least the wounds he sustained in the raid two nights ago have been bandaged. He appears to be nearly fully healed from the encounter.
Skill Challenge: Persuade Morrik
The Guards nod in your direction, apparently aware of your new assignment in that they seem to be expecting you. They smile menacingly towards Morrik and say "Well Hobgoblin, now you're in for it. These five took down your Ogre. Imagine what they'll do to you." One Guard winks at you and they step away from the stockades. They do stay well within earshot, though.
Morrik wearily raises his head, looks your group over and grunts out, "I ain't saying nothin' unless you people let me go."
Basics skills include Bluff, Diplomacy, History, Intimidate. Good luck.
One more thing, though: after careful consideration, if you feel that your skills cannot be of any help in this encounter, then you may choose to assist only. But you MUST participate in some fashion to gain experience for a successful skill challenge.
Post in whatever order you'd like, but I will be evaluating fails and successes in the following order:
Norian
Rah
Karan
Graven
Adis
"Listen, Morrik. We're not here to torment you." Norian glares at Adis a bit "We simply want some information. Now, of course, I don't want it for free. I'm willing to bargin. Granted, I probably can't obtain your freedom, but I'm sure we can work something out, say, better treatment, perhaps? What do you say?"
Diplomacy (1d20+7=12) (http://invisiblecastle.com/roller/view/2565357/)Methinks no.
'Let us cut a deal' said Karan, sitting in the front of shackled goblin. 'We can do two things to you, you know. Kill you were you are and spare you several weeks if not months of constant humiliation followed by messy death due to stray stone thrown by one of angered townsfolk. Or something similar, believe me, you would not be the first goblinoid to end up that way' she paused, and gave the goblin a dry smile. 'Or, you could cooperate, tell us how to reach your camp safely, and then we would do our best to ensure that you are released.'
Bluff obviously. 13 is the result.
http://invisiblecastle.com/roller/view/2565480/
Rah knew nothing of this diplomacy stuff! But he could tell his friends needed help. Rah looks to the sky and ponders, What Would Peelor Do? Hmm...
I have to do something that Peelor likes. Peelor is a dog. Dogs like... tummy scratches?
He looks at the hobgoblin. He did not look like he'd enjoy a tummy scratch.
He sees all the refuse around the hobgoblin. The rotten food didn't look nice. Food! What food do dogs like... meat!
Rah, convinced of this unbreakable chain of logic, does what is Right.
"Yous"
Rah points a leg of roasted meat at the hobgoblin
"Have meats. Meats taste good. Eat lots. Then talk, ok?"
He reluctantly hands the meat to the hobgoblin.
Giving away meat... Peelor is very demanding! Rah gains more respect for Nori - he must have it tough.
Rah engages in meat-aided diplomacy!
http://invisiblecastle.com/roller/view/2565552/
Diplo = 1d20 + 0 = 17
- "Well if he decides he doesn't want to talk you can always leave him with Adis and us." - Graven's eyes give ominous green glow for a moment - "This unit predicts that some of spirits here wouldn't mind a god talk with the creature.
Aid Another - Intimidate (1d20+1=19) (http://invisiblecastle.com/roller/view/2565909/)
Ffffffuuuuuu...
During his companions attempts at getting the Hobgoblin to talk, Adis was practicing his spells. Refining them in plain sight of the wretched creature. Seeing as it was his turn, Adis walked over to Morrik with a huge smile and began to whisper in his ear.
"Have you ever thought about what an ice sculpture feels like?" With that Adis pointed his stave at the ground, freezing it with a Ray of Frost. Morrik was unharmed, but his feet were now standing on icy ground. "If the experience interests you, we can start with the toes and work our way up. If you're not interested..." Adis' voice suddenly got dark, "we will start with the toes and work our way up..."
Intimidate 1d20=18 (http://invisiblecastle.com/roller/view/2566098/)
When Morrik speaks in Goblin, Norian picks it up. He cringes a bit, and whispers to Adis "Hey, knock it off with the spellcasting. He just said "Cast one spell and me and you'll never make it to Rivenroar, pig." So, we need to figure something else out."
Straightening back up, Norian tries to figure out what to do next. He decides to try and impress the goblin with some history that he learned in training.
And fails miserably, for the second time that day.
History (1d20+5=8) (http://invisiblecastle.com/roller/view/2566744/)
Rivenroar
For some reason that name stuck a chord with Adis'. Now where could I have heard that before?
Was it in the Curator's office at the Hall of Honor? Or perhaps from a drunkard recalling an old tale?...
History check for information about Rivenroar. I'm hoping for a location...
1d20+10=17 (http://invisiblecastle.com/roller/view/2566801/)
'I just want to remind you, goblin, that in our hands is your future, or lack of it. You give us what you what we want, you help yourself. And remember, that if we don't get the information we want from you, we will just take the most obvious path, slaughtering more of your kind on the way. Is that what you really want?'
Bluff again. (18+2)
http://invisiblecastle.com/roller/view/2567476/
- "You know, telling us what we want to know won't hurt you. And as other said it might help you instead" - Graven's eyes returned to normal
Diplomacy - WATCH ME FAIL (1d20-1=12) (http://invisiblecastle.com/roller/view/2567589/)
So yeah, didn't have an idea what else to do.
"Sooooo..."
Rah nervously looks around. What to ask... oh!
"How about dem bear pits. You been to bear pits? The bears have got these new muzzles with underslung cheek spikes, and..."
Rah continues to ramble to the hobgoblin about various manly things.
Rah continues good cop routine!
http://invisiblecastle.com/roller/view/2567609/ (http://invisiblecastle.com/roller/view/2567609/)
Diplo roll = 1d20 + 0 = 10
http://bearpits.ytmnd.com/
"Alright, alright! Just shut up! Yes, Rivenroar, and damn you whoeva can understand Goblin. Old Castle, north and east of here. Full day's walk, nearly. Tracks should lead you right there. I suppose I could draw you a map. Unlock me and I can scrawl it in the dirt."
The Guards grunt and laugh at this, converse and say "Durus will get a page with some paper. If you can't draw it yourself, he can do it for you. But you're NOT getting set loose." One Guard (the slimmer one, probably because he's more fit) starts walking back the way you've just come.
Morrik scoffs and twists in his chains, but the only retort he can think of is "You just remember how cooperative I'm bein' here, dammit!" His eyes turn back to you and he continues "You lot had better remember it too. And if you're off to meet with Sinruth, then remember how helpful I'm being in sending you to your death."
The Guard returns shortly and a map is sketched without too much trouble, protesting, or curses. It depicts a route towards the North, to a castle in a remote mountain pass. Rivenroar, apparently. The route tends to skate around the edges of the forest beneath the mountains, and Morrik explains that the trail saves a hell of a lot of time getting there, as the forests are quite overgrown.
Having finished the task of giving you a readable (if somewhat lacking, but what can you expect from a Goblin?) map to Rivenroar and this Sinruth fellow, he turns back to your group. "Now if there wasn't anything else, I've got a busy schedule to get on with. Rotten fruit in two hours, gots to prepare!" His tone of voice is layered with icy sarcasm.
100xp for Challenge, so 20xp each.
Adis - your study in the past would simply let you know that Rivenroar was a mountain castle that used to be quite prominent in the region several centuries ago.
The day is still quite young, and you've got a map so the going should be much easier. An arbitrary time limit for leaving the town is set for midday. Adis manages to pull through some more papers, learning nothing more about the treasure, but by some (critical?) chance, there is a bit of information on Rivenroar. Apparently some group had to go through the specific mountain pass that Rivenroar is entrenched in. You don't learn much, as the document is around seven years old, but they do mention that the main structure of the castle was collapsed at the time. Doesn't sound like much of a base of operations... The group also made note that they encountered a lot of bear dropping in the area around the pass. Sertanian really was a crappy record keeper to have this document in with the rest.
Your preparations finished, you set off towards the North, following the map, as well as the tracks of the Goblins. But what's this, time for another...
Skill Challenge: Tracking the Goblins
Not far from the town, you encounter a thick forest. Morrik's map and the tracks both lead you into it, though according to what Morrik told you it shouldn't get too thick along the route he's directed you on. The track is still quite rugged, and it's going to take a lot of endurance to stay on track here...
Main skills are perception, nature and endurance.
Special conditions:
Only 1 player may make a perception check per round. Others may aid as normal.
Only 1 player may make a nature check per round. Others may aid as normal.
Endurance is HIGHLY necessary, I'd suggest at least two characters per round attempt it...
Post in whatever order you'd like, I will evaluate as follows:
Graven
Rah
Karan
Norian
Adis
Graven followed the track without showing signs of tiredness. Makes sense when you think about it: it would be wierd for construction of wood and metal - even one that has own personality - to be tired.
Endurance (1d20+10=21) (http://invisiblecastle.com/roller/view/2568734/)
Rah is in his element, the wilds!
He is a flurry of activity! One moment he's on all fours sniffing the ground, at others he is jumping to and from trees investigating the wider area.
Rah does his nature check to make sure we don't die in quicksand or whatever.
http://invisiblecastle.com/roller/view/2568746/
Nature Roll = 1d20 + 6 = 17 + 6 = 23
Norian does his part by looking around, and making sure everyone is keeping up. He then tries to focus on anything out of the ordinary.
Perception (1d20+4=22) (http://invisiblecastle.com/roller/view/2568964/)
Years of scholarly studies have left Adis' body lacking in stamina. Despite his desperate struggle too keep up, he finds himself lagging behind.
Endurance 1d20=9 (http://invisiblecastle.com/roller/view/2568835/)
Crap, I'm wishing I had bought some Reagents for my rituals. I totally forgot...
Your path is easily found with the map, and Rah helps you avoid a couple of routes that seem to be trails, but actually just lead off to small cliffs. Sadly, the party isn't doing too well with the crisp mountain air and rugged conditions, and the whole group has to pitch in to keep at your best.
You all spend one healing surge in order to maintain the party's hitpoints.
Next round.
Still stumbling behind, Adis notices a small patch of flowers. Upon closer inspection he recognizes them as Flos Rutilus, a wildflower with small, bright red petals. The files back in the Hall of Honor mentioned them, as the previous adventuring group had come across a rather large patch of them on the way to Rivenroar.
"Keep your eyes out for a large patch of Red flowers." he called out.
Nature 1d20+7=26 (http://invisiblecastle.com/roller/view/2569400/)
Graven continued forward, albeit at slower pace - he had to help those of lesser condition along the way.
Endurance (1d20+10=13) (http://invisiblecastle.com/roller/view/2569627/) - yes I blame the low roll on you people without endurance training :P
Apparently, Karan has regained her stamina somehow, for after a few tough minutes, her breath again returned to normal pace, and her stride again was long and firm.
End check.
http://invisiblecastle.com/roller/view/2569634/
Rah strolls on! The common perception of halflings being weak is simply incorrect - you see, their smaller stature actually has a concentrating effect; which also suggests that the larger members are all actually very weak and...
Rah endures the elements!
http://invisiblecastle.com/roller/view/2569663/
Endurance roll = 1d20 + 7 = 13 + 7 = 20
Norian once again has to play lookout, and does a fairly decent job.
Perception (Sorry Malek) (1d20+4=17) (http://invisiblecastle.com/roller/view/2569671/)
Your group seems to be getting far better at this whole hiking thing! The map easily leads you through the wilderness, and you even manage to discover a small shortcut along the way. Keep up the good work...
You start noticing more and more of those bear droppings that Adis read about...I'd suggest picking a marching order just in case.
Seeing others started to have easier time travelling Graven once again moves up front.
Endurance (1d20+10=29) (http://invisiblecastle.com/roller/view/2569675/)
Graven is going in front, first to get mauled by bears, yay ^^
Rah has a feeling of... unease. He focuses his senses, trying to see if there is danger afoot!
He scurries just behind Graven.
Rah rolls perception! Keeping an eye out for dropbears and such.
http://invisiblecastle.com/roller/view/2569677/
Perception roll = 1d20 + 6 = 4 + 6 = 10
With each step, Karan seems more and more joyful, whistling some sort of merry melody. She seems to like hiking, no doubt.
Rolled 15
http://invisiblecastle.com/roller/view/2569679/
Adis does his best to look for more signs, whether it be the elusive patch of Flos Rutilus or signs of the local wildlife.
Nature 1d20+7=14 (http://invisiblecastle.com/roller/view/2569682/)
While a very fine individual, Norian had been out of practice, and and as such, struggled to get in behind Rah incase they were attacked.
Endurance (1d20-1=9) (http://invisiblecastle.com/roller/view/2570754/)
Your group winds its way around a bend in the trail and comes to a small canyon. Over the rocks at the far end of the canyon you can see what looks like a ruined parapet. Rivenroar must be close. The map indicates that this should be the last canyon to pass through and Rivenroar should be at hand. You descend.
Kruthik Ambush
As you walk along the canyon floor Rah yelps out that there are a few areas where the ground looks quite unstable. A faint clicking sound answers his yelp, and suddenly four scaled bodies climb up from under a rock in the middle of the canyon ahead of you. Two of them are larger than the others, and they issue a series of clicks back and forth. Kruthiks! The creatures are covered with spikes and gnashing pinchers and from the looks of things standing next to them isn't the smartest option available. They glare over at you malevolently, and you can tell that safe passage isn't an option.
You complete this skill challenge successfully.
300xp in total, or 60 exp each.
A net loss of 1 healing surge per player until your next extended rest.
The walls of this canyon can be climbed, but they are difficult terrain.
Weak ground that you've passively perceived is marked. Be aware that there may be more.
I've started with the map quite large, but will most likely condense it as the players move closer to each other.
Rah
Norian
Karan
Kruthik Adult (2)
Graven
Kruthik Young (2)
Adis
Map at this turn (http://chrisjohnson.110mb.com/scalesofwar/e3/Kruthik_AmbushR1T1.jpg)
"Ah! Nasties!"
Rah begins sprinting forward!
move: M16 -> N16 -> Q13 -> Q11 (6 squares)
action (after move): rolling perception to check for more dodgy ground / traps / etc.
http://invisiblecastle.com/roller/view/2570856/
percep roll = 1d20 + 6 = 8 + 6 = 14
Yes I am aware that Rah is likely to get pincushioned by the adults :p
"Kruthiks! To battle, everyone!" Norian moves in front of Graven, and checks for more weak ground. Unfortunately, He couldn't see a thing.
Move: To M14
Standard: Perception Check (1d20+4=6) (http://invisiblecastle.com/roller/view/2570870/) and I blow it hard.
Minor: N/A
Karan drew her sword, and launched forward, seeking to engage the creatures as soon as possible.
Minor: n/a
Move: to M11
Standard->another move: to N5
Both Kruthik Adults advance forward, firing Toxic Spikes towards the two closest people they can reach, namely Rah and Karan. Man, those have to smart!
Since there are weak ground components, Malek has asked for specific monster paths.
Kruthik Adult 1 moves: N1, N2, O3, P4, P5, Q6, Q7
Kruthik Adult 2 moves: Q1 - Q6, R7
Rah takes 5 damage from Adult 1, and takes 5 ongoing poison damage.
Karan takes 10 damage from Adult 2, and takes 5 ongoing poison damage.
Both Rah and Karan are slowed (save ends both damage and slowing).
Map at this turn (editted with Graven's perception check) (http://chrisjohnson.110mb.com/scalesofwar/e3/Kruthik_AmbushR1T5.jpg)
- "Watch out - we sense there is more unstable ground in this place." - Graven points out locations quickly then moves around nearest patch of dangerous ground and charges one of the adult kruthiks.
Minor: Perception (1d20+6=25) (http://invisiblecastle.com/roller/view/2570922/) - spotted more unstable ground
Move: To R14
Standard: Melee Basic Attack (Charge) (1d20+7=15) (http://invisiblecastle.com/roller/view/2570929/) vs AC at R7, Hit: Damage (2d6+4=12) (http://invisiblecastle.com/roller/view/2570931/)
Graven quite successfully points out new unstable ground...and whiffs away at a Kruthik Adult. Graven stops his actions right next to both of the Adult Kruthiks, and finds out that they're VERY spiky. Might not be such a good idea to stand still close to them.
The Kruthik Young take up flanking positions around Karan, and viciously maul her for all they're worth. She's not looking very good out there...
Graven takes 4 damage.
Karan takes a total of 15 damage, and is bloodied.
Map at this turn (http://chrisjohnson.110mb.com/scalesofwar/e3/Kruthik_AmbushR1T8.jpg)
The sudden movements of his allies left Adis completely behind. Taking a few steps forward, Adis looked over to see Karan in dire need of assistance. With a few utterances, a white bolt flew towards the nearest Kruthik Young
Move Action: Move to L14
Standard Action: Cast Ray of Frost at N6 (Kruthik Young); Attack 1d20+5=24 (http://invisiblecastle.com/roller/view/2570939/) vs Fortitude; Damage 1d6+6=11 (http://invisiblecastle.com/roller/view/2570941/); Target is slowed until the end of my next turn on hit.
Minor Action: None
Rah howls! He leaps into the air, aiming a flying kick at the ... whatever the thing was. "That hurt! Me kick you inside out!"
Minor: Rah uses Hunter's Quarry on the Q7 enemy.
Rah uses both move and attack parts of At-Will power Crane's Wings.
Movement:
move discipline grants:
>+5 to athletics roll
>always considered to have a "running start" (/5 instead of /10)
>distance not affected by speed
athletics roll: http://invisiblecastle.com/roller/view/2570950/
jump distance = (1d20 + 7 + 5) / 5
= (6 + 7 + 5) / 5
= 18 / 5
= 3 squares!
So jumping from Q11 -> Q8
Attack: targetting Q7; Dexterity vs Fortitude
attack roll: http://invisiblecastle.com/roller/view/2570955/
attack = 1d20 + 4 = 18 + 4 = 22 vs Fort
damage roll: http://invisiblecastle.com/roller/view/2570958/
quarry roll: http://invisiblecastle.com/roller/view/2570964/
damage = 1d10 + 4 + 2 = 5 + 4 + 2 = 11
If the attack hits, I push the target 1 square. So onto the difficult terrain right behind it.
Save for poison+slow:
http://invisiblecastle.com/roller/view/2570967/
1d20 = 19! Yay!
Rah's amazing martial prowess allows him to leap forward and smack the Kruthik Adult for a solid amount of damage, as well as push it tottering back onto the weakened ground. It chitters in alarm and plunges ten feet into a large hole in the ground!
Rah manages to shake off the effects of the Toxic Spike lodged in him, but still regrets landing next to a Kruthik adult as its violent thrashing about leaves him with a few scratches.
Kruthik Adult 1 is now down a hole. Ranged attacks lose line of sight, unless you're standing next to the hole. Area effects must originate next to the hole to effect it as well.
Rah takes 5 poison damage and 2 normal damage, but loses the ongoing damage and slowed condition.
"Karan! Lords alive...Hold on!" Norian started running, albiet very carefuly, due to the unstable ground. He hangs back, as he doesn't want to get too close, and first heals Karan, and then tosses a Lance of Faith at the Youngling in front of him.
Move:N10
Minor: Healing Word on Karan (Surge+WIS score[4]+1d6=1 (http://invisiblecastle.com/roller/view/2572959/))
Standard: Lance of Faith on the Youngling in N6
Attack (1d20+4=14) (http://invisiblecastle.com/roller/view/2572960/)
Damage (1d8+4=12) (http://invisiblecastle.com/roller/view/2572962/)
Covered head to toe in her own black blood and feeling the poison rushing through her veins, Karan quickly snatches a vial of blueish liquid from her belt, and drinks it. Heartbeat later, she turns around and takes a wide sweep at the wounded creature.
Minor: Drinking healing potion: regaining 10 hp (18 currently)
Standard: Howling Strike at N6
1d20+6=14 (http://invisiblecastle.com/roller/view/2573079/) vs AC
DMG: 1d12+6+3=16 (http://invisiblecastle.com/roller/view/2573357/)
Move: Shift to M6
Saving throw: 1d20=14 (http://invisiblecastle.com/roller/view/2573360/)
Karan feels new vitality rushing into her veins! Sadly, with all that vitality she overcompensates and only knocks a few spikes off the nearest of the smaller Kruthiks.
The Kruthik that Rah knocked into the hole easily climbs out with it's spiky claws. It scutters away, firing it's Toxic Spikes at Rah and Graven, but is clearly quite dazed and misses by a longshot. The other Kruthik flails against Graven's armor, causing a few scratches in it, but no actual damage.
Karan is healed by 22 (7+4+1+10), damaged by 7 (5 poison, 2 normal): Net 15 gain. 21 remaining.
Karan is no longer taking ongoing damage or slowed.
Kruthik Young 2 is bloodied.
The construct didn't say a word - instead he aimed properly this time and took a swing at one of creature's legs. Cold aura from previous two battles returned.
Standard: Weight of Earth - Attack (1d20+6=21) (http://invisiblecastle.com/roller/view/2573392/) vs AC at R7, Hit: Damage (2d6+8=13) (http://invisiblecastle.com/roller/view/2573393/) and slowed until end of my next turn.
Free: Nature's Wrath - enemies in squares surrounding me get marked.
Graven's attack hits home, and you can see the Kruthik isn't happy.
The younger two converge on Karan once more, and though they don't manage to be as coordinated about it they still manage to inflict a bit of damage.
Karan takes 8 damage. 13 remains.
Karan is once more bloodied.
Graven takes 2 damage. 29 remains.
Map at this turn (http://chrisjohnson.110mb.com/scalesofwar/e3/Kruthik_AmbushR2T8.jpg)
The fight was well under way and moving further from Adis. Careful to mind the dangerous ground, he made his way closer to assist in the combat. Towards the back , Adis could see one of the Adults escaping. Taking careful aim, he launched yet another bolt of white at the fleeing creature.
Move Action: Move to M13, M10, N9
Standard Action: Cast Ray of Frost at O3(Kruthik Adult); Attack 1d20+5=17 (http://invisiblecastle.com/roller/view/2573454/) vs Constitution; Damage 1d6+6=12 (http://invisiblecastle.com/roller/view/2573456/)
Minor Action: None
Rah tries to flying kick the other Kruthik, but gets distracted by something shiny and whiffs. Looking rather embarassed, he scuffles behind Graven.
Attack: Crane's Wing
http://invisiblecastle.com/roller/view/2574183/
attack roll: 1d20 + 4 = 2 + 4 = 6 vs Fort
Move: shift from Q8 to R9 (1 square)
Norian winds up, and delivers another one to the same Youngling, he doesn't even move.
Standard:LoF on Youngling in N6
Attack;Damage (1d20+4=17, 1d8+4=12) (http://invisiblecastle.com/roller/view/2575713/)
With a grimace of pain on her face, Karan sidesteps to get out of reach of second young creature, and delivers yet another powerful blow to the bloodied one, almost splitting it in half.
Shift to N7
Howling Strike to N6
To-hit: 1d20+7=23 (http://invisiblecastle.com/roller/view/2575724/)
Damage: 1d12+1d6+3=21 (http://invisiblecastle.com/roller/view/2575727/)
If killed, then Karan gets 3 temp HP, and charges at second youngling (rageblood vigour and swift charge) followed by yet another howling strike.
To-hit: 1d20+7=19 (http://invisiblecastle.com/roller/view/2575729/)
Damage: 1d12+1d6+3=15 (http://invisiblecastle.com/roller/view/2575730/)
Adis' frosty ray barely misses the creature, what with having to aim past the smaller one.
Norian and Karan team up on the bloodied Young Kruthik and take it out! Karan follows that up with some solid damage to the remaining ball of spikes, gaining a few scratches in the process.
The larger Kruthik in the rear chitters wildly at the death of the younger one, and the remaining youngling seems to get quite agitated by it. Regardless, the Adult fires of a volley that barely misses Karan, but lodges itself quite deeply into Graven. The one closer to Graven follows that up with a deep cut from its claws. A viscous liquid starts dripping at Graven's feet.
Norian Damages Kruthik Young (2) by 12.
Karan slays Kruthik Young (2), and damages Kruthik Young (1) by 15.
Karan gains 3 Temp HP.
Karan takes 2 damage, 1 Temp HP remains.
Graven takes 10+6 damage, 13 remains.
Graven is bloodied, and takes 5 poison + is slowed until a saving throw.
Map at this turn (http://chrisjohnson.110mb.com/scalesofwar/e3/Kruthik_AmbushR3T5.jpg)
- "Not... done... yet..." - Rune on Graven's forehead flashes as he rips out the spikes. Damaged parts get patched by green growth - though not entirely. Liquid was long gone by this time.
Free (start of the turn): Font of Life - Saving Throw (1d20+2=15) (http://invisiblecastle.com/roller/view/2575822/) (that +2 comes from being warforged and this being a save vs ongoing damage) - no poison damage for me
Minor: Warforged Resolve - Graven regains 3 hp and gets 3 temp hp
Standard: Second Wind - Spend a surge, get +2 to all defenses, and further +4 to AC
Current AC 23, Current hp 24 + 3 temp. Had better days but I'll live.
Free: Nature's Wrath - enemies in squares surrounding me get marked.
New strength flows back into Graven's body, and he stands a bit taller. There's a reason they're called Warforged. The Kruthik's spikes are ever thrashful. You can tell Graven is getting a bit annoyed by them.
The younger Kruthik chitters in alarm and turns to flee, letting Karan strike a solid blow as it scuttles away.
Graven's Font of Life heals him before the ongoing damage can take hold.
Graven heals for 11 + 3 Temp HP.
Graven takes 2 damage.
Graven now has 24 + 1 Temp HP.
Graven is no longer bloodied, and has a bunch of AC.
Kruthik Adult (2) is no longer slowed.
Kruthik Young takes 13 damage from Karan's Opp Attack.
Kruthik Young is now bloodied.
Map at this turn (http://chrisjohnson.110mb.com/scalesofwar/e3/Kruthik_AmbushR3T8.jpg)
A look of indignation crossed Adis' face as his bolt missed the intended target. Mother F.....
Noticing one of the young had run off, Adis quickly locates it and fires off another bolt of white.
Standard Action: Cast Ray of Frost at F7(Young Kruthik); Attack 1d20+5=23 (http://invisiblecastle.com/roller/view/2576637/) vs Fortitude; Damage 1d6+6=12 (http://invisiblecastle.com/roller/view/2576638/); Target is slowed if hit.
Move Action: None
Minor Action: None
Rah opens up with another flying kick!
"Last time was just trick ok!"
Move: Shifting one square to S8
Attack: Crane's Wing on R7; if hit, and shifting target to Q6.
Was going to also apply flurry, but I don't think that applies if you shift the enemy with your first attack?
attack roll: 17 http://invisiblecastle.com/roller/view/2577260/ (http://invisiblecastle.com/roller/view/2577260/)
Attack = 1d20 + 4 = 17 + 4 = 21
damage roll: 10 http://invisiblecastle.com/roller/view/2577262/ (http://invisiblecastle.com/roller/view/2577262/)
Damage = 1d10 + 4 = 10 + 4 = 14
"Oh no you don't. You're not going anywhere." Norian runs after it and fires another LoF at it. This one looks very promising.
Move: To I8
Standard: LoF at the bloodied youngling
Attack, Damage (1d20+4=21, 1d8+4=8) (http://invisiblecastle.com/roller/view/2577322/)
Karan nods, acknowledging Norian's success before she launches forward towards the adult insect and forgoes her own defence to strike another powerful blow.
Move: to N4
Standard: Avalanche Strike on the adult on O3
To-hit: 1d20+6=25 (http://invisiblecastle.com/roller/view/2577331/)
Damage: 3d12+6=31 (http://invisiblecastle.com/roller/view/2577333/)
Attacks against Karan get +4 to-hit until her next turn.
Adis finds his mark this time, causing the creature to shudder and slow. Rah slams another Kruthik into the same pit, adding insult to injury. Norian finishes off the younger Kruthik, while Karan smashes the bejeezus out of the Kruthik Adult in the rear. It's quite bloodied, but Karan discovers that bloodied spikes hurt just as much.
The Kruthik's claws rake through Karan's body. Your party stands in shock as her form drops to the ground. Seeing her collapsed form, it scuttles towards Adis. The second Kruthik scrambles from the pit, raking into Graven with its claws once more.
Kruthik Young takes 12 damage and is slowed.
Rah damages Kruthik Adult (2) for 14, knocking it into a pit which causes another 10 damage.
Kruthik Adult (2) is now bloodied.
Norian kills Kruthik Young.
Kruthik Adult (1) takes 31 damage and is bloodied.
Karan takes 2+12 damage, falling unconcious at 0HP.
Graven takes 4 damage, 21 remains (0 Temp HP).
(http://dl.dropbox.com/u/7521020/map.jpg)
- "Now to repay the favour." - Graven's hammer fell again, adding one more injury to ones that the bug before him already had and taking a step to the side.
Standard: Weight of Earth on Q7. Attack (1d20+6=20) (http://invisiblecastle.com/roller/view/2577360/) vs AC. Hit: Damage (2d6+8=15) (http://invisiblecastle.com/roller/view/2577361/) and the target is slowed until end of my next turn.
Move: Shift to Q8
Free: Nature's Wrath - enemies in squares surrounding me get marked.
Having hit his mark, he turned to see if he could help anywhere else. Much to his dismay, He turned to see Karan drop and the Adult Kruthik scuttle next to him.
"Oh for the love of..." he muttered. Taking a wary step abck, Adis began a longer incantation than usual. "Herald of eternal sleep, relieve my foes of their worldly pains. Lead them to the Garden of Atrophy..."
Move Action: Shift to M10
Standard Action: Cast Ray of Enfeeblement at N8(Kruthik Adult); Attack 1d20+5=17 (http://invisiblecastle.com/roller/view/2577664/) vs Fortitude; Damage 1d10+5=14 (http://invisiblecastle.com/roller/view/2577670/); If hit, the target is weakened until the end of my next turn.
Minor Action: None
Rah backflips over the hulking warforged and follows with another kick!
"More pit for you!"
Rah uses both move and attack parts of At-Will power Crane's Wings.
Movement:
move discipline grants:
>+5 to athletics roll
>always considered to have a "running start" (/5 instead of /10)
>distance not affected by speed
athletics roll: 3 http://invisiblecastle.com/roller/view/2578871/ (http://invisiblecastle.com/roller/view/2578871/)
jump distance = (1d20 + 7 + 5) / 5 = (3 + 7 + 5) / 5 = 15 / 5 = 3 squares!
So jumping from S8 -> P8
Attack: targetting Q7; Dexterity vs Fortitude
attack roll: 7 http://invisiblecastle.com/roller/view/2578873/ (http://invisiblecastle.com/roller/view/2578873/)
attack = 1d20 + 4 = 7 + 4 = 11 vs Fort
damage roll: 5 http://invisiblecastle.com/roller/view/2578875/ (http://invisiblecastle.com/roller/view/2578875/)
damage = 1d10 + 4 = 5 + 4 = 11
If the attack hits, I push the target 1 square, to Q6.
Graven's newfound resolve seems to have improved his somewhat hit and miss aim, and he smacks the Kruthik quite soundly. Adis successfully avoids the Kruthik in his face, and also manages to deal some damage in the process.
Rah however, is not so lucky with his attempt to knock the Kruthik pitward once more. He winds up with some more bad scratches from the creature's thrashing yet again.
Both creatures are looking a lot worse for wear.
Graven hits Kruthik Adult (2) for 15, slowing it.
Graven takes 2 damage. (19 left)
Adis hits Kruthik Adult (1) for 14, weakening it.
Rah takes 2 damage and is bloodied. (12 left)
Rah (moved) > Norian > Karan > Kruthik Adults > Graven > Adis
The website with the map is up again. Also: If you're still unconcious Karan, please remember your death saving throw. =)
Norian sees Karan go down. Instead of panicking, Norian takes a breath, and plays it cool. I've got to inspire confidence, just like Aden does all the time. So, don't act worried, and instead, cooly and calmy walk over to Karan, heal her, and then see if Pelor allows me to strike down that Kruthik that was menacing Adis Norian starts on his walk. "Everyone! Stay calm! I got this!" He walks over to Karan as calmly as he can, while staying out of the Kruthik's gnashing claws, speaks a Word of Healing on Karan, and then throws a Lance of Faith at the Kruthik. The bright bolt is approaching the vile bug at great speed.
Move: to M6 [3 steps E, 1 step NE, 1 step North]
Minor: Healing Word on KaranSurge+4+[1d6] (1d6=3) (http://invisiblecastle.com/roller/view/2581226/)
Standard: Lance Of Faith at N8
Attack, Damage (1d20+4=23, 1d8+4=9) (http://invisiblecastle.com/roller/view/2581227/)
Badly bruised, but alive, Karan stands up.
'You have my thanks' she whispers to Norian, before grabbing her sword and charging at the adult kruthik.
Regained 14 HP
Standard: Charge at kruthik at Q7 followed by Howling Strike in lieu of basic melee attack.
To-hit 1d20+9=22 (http://invisiblecastle.com/roller/view/2581232/)
Damage: 1d12+1d6+3=11 (http://invisiblecastle.com/roller/view/2581237/)
Norian pulls Karan back from the brink of death, and sends one of the remaining Kruthiks off to meet it. Pelor smiles upon him as of late. Karan gets right back into the fray, smacking the final Kruthik quite badly. It still remains, and causes a bit more damage to our barbarian before it's finished.
The Kruthik, angered at its packmate's death, steps backwards and lets off another volley of spikes. Graven takes a swing at this, but only manages to get a spike embedded within him again. Karan fairs a bit luckier, and manages to dodge the poisoned barb.
Norian kills Kruthik Adult (1). (Go Lance of Faith!)
Karan gains 14 HP, loses 2. Karan is bloodied. (12)
Kruthik Adult (2) takes 11 damage.
Graven takes another 4 damage + slowed/5poison ongoing until save.
Graven is also bloodied. (15)
- Hostile substance in the system, initiating purge - poison was yet again stopped before it could do damage to the warforged, and Graven struck another blow, drawing strength from the earth below his feet.
Free (start of the turn): Font of Life - Saving Throw (1d20+2=11) (http://invisiblecastle.com/roller/view/2581252/) - no poison damage for me
Standard: Strength of Stone on R7. Attack (1d20+6=18) (http://invisiblecastle.com/roller/view/2581255/) vs AC. Hit: Damage (2d6+4=11) (http://invisiblecastle.com/roller/view/2581257/) and Graven gets 4 temp hp.
Move: Shift to R8
Free: Nature's Wrath - enemies in squares surrounding me get marked.
Graven's hammer falls hard, with a satisfying squish. The Kruthik twitches once more and is silent. Looking around you notice nothing else moving, but seeing the Kruthik nest on the top of the hill you decide it probably isn't the best thing to stay here long. Out the other end of the canyon you find yourself passing the occasional flagstone, and finally come to the ruined edges of Rivenroar. There's a lot of Goblin tracks all over the place, and from the looks of it they've come in force from the forest not too long ago. It does appear that they came from a different direction, though. All in all it's taken you 10 hours to get here.
Up in the mountains the shadows enclose quite quickly. Trying to set up camp in the fading light probably isn't the best idea, but it shouldn't be too difficult to find a safe enough hiding spot in the rocks and rubble. On the other hand, you are being paid to rescue people, and their saftey is less guaranteed with every passing moment. Finding the entrance in the dark could be a bit of a struggle, though...
600Exp total, 120Exp each.
Karan ends with 12 Hp.
Graven ends with 15 Hp.
Rah ends with 12 Hp.
Feel free to spend surges during this short rest.
- "Well it seems this is the place. Lets try and find the entrance, shall we?" - apparently darkness didn't discourage Graven.
2 surges spent, current hp 31/35
With the threat now over, Adis takes a few moments to rest and remind himself of his longer spells. Not needing much time to recover from what would be considered mild exercise, Adis decides to help with the search. Using one of his Cantrips, Adis creates several torches out of branches laying about to help them locate the entrance without being too noticeable
Forage for supplies
Nature 1d20+7=20 (http://invisiblecastle.com/roller/view/2581278/)
Use Cantrip: Prestidigitaion
Wrapped in many bloodstained bandages, Karan frowned.
'As I know our luck, we are going to run into some undead there...' she mumbles. 'Maybe it's for the better, though.' she added after a moment of consideration. 'Skeletons don't bleed, at least.'
She sniffed.
'Gods, I feel sick' she murmured grudgingly.
Short rest: two surges spent, five remaining. 26 HP.
None of you are able to find any trap or alarm on the door, magical or otherwise. It stands silently, judging you in the night.
I'll need a response from each of you to the e-mail I've sent before you plunge inwards.
The door opens slowly and silently. A small landing greets you, followed by a stairway formed of large flagstones. The ceiling is roughly ten feet high, and the large wooden beams holding it up appear to be enchanted against rotting as well.
The stairway descends straight for around fifty feet, and a bright light can be seen at the end of it. The room at the end of this staircase is around fifty feet by fifty feet of T-shaped entryway. It's lit by two braziers at the far corners. You can make out faint grooves in the floor underneath the braziers that extend to the south wall. Also, there seems to be a small plaque on the door in front of you. You could probably read it quite easily if there weren't some Hobgoblins in the way.
The Chamber of Unbound Flame
The two closest to you weild crude flails, and stand somewhat ready for your approach. The ones nearer to the door appear to have crossbows at the ready. It seems the Goblins aren't stupid enough to not guard the main entrance. The two Hobgoblins have heavier armor, and cry out to their comrades behind them when Rah accidentally makes a small noise.
Stairway is difficult terrain.
Braziers are on fire. They hurt to move through. Also difficult terrain.
The door up the stairs closed behind you, and the door you can see right now appears to be of the same construction. If you decide to flee, it will take a minor action to open any door you go through.
Adis
Graven
Goblin Sharpshooter (2)
Hobgoblin Soldier (2)
Karan
Rah
Norian
Also: Rah, you didn't spend any surges during your rest? I'll allow you to post your use of surges (you have 12 HP and are bloodied otherwise) on your first combat post.
Giving Rah a baleful glare, Adis turn his attention to the goblins ahead of him. Poking his staff from around Graven, Adis fired off a bolt of white in the enemies general direction. Realizing he just painted himself as a prime target, Adis quickly drops on all fours and scurries to the back of the group.
Standard Action: Cast Ray of Frost at F6: Attack 1d20+5=13 (http://invisiblecastle.com/roller/view/2583780/) vs Fortitude; Damage 1d6+6=7 (http://invisiblecastle.com/roller/view/2583783/); Target is slowed if hit
Move Action: Drop Prone and crawl to D11
Minor Action: None
- "Somebody get the ones with crossbows" - Graven took two steps forward and slammed his maul down, causing the ground around him ripple.
Minor: Perception (1d20+6=25) (http://invisiblecastle.com/roller/view/2583794/) (supposedly there aren't more baddies in sigh)
Move: Walk to F7
Standard: Roots of Stone on E6, F6. Attack (1d20+6=16, 1d20+6=25) (http://invisiblecastle.com/roller/view/2583798/) vs AC. Effect: Area E6:G8 is rippling earth until end of my next turn. Hit: Damage (2d6+4=9) (http://invisiblecastle.com/roller/view/2583806/) and the target gets knocked prone and takes 4 damage when he exits the zone.
Free: Nature's Wrath - enemies in squares surrounding me get marked.
Adis fires wide, and scuttles back in what I'm sure is a tactical manner. Graven manages to hit one of the Hobgoblin Soldiers for a marginal amount of damage.
Both the crossbow weidling Goblins take shots and hit, the one of the left fiddles with the door in the centre of the room. You hear a loud clank and the braziers start moving!
Both of the more heavily armed Hobgoblins swing and miss in Graven's direction.
Hobgoblin Soldier (F6) takes 9 damage.
Karan takes 7 damage (19 remain).
Graven takes 6 damage, (25 remain).
Feeling the crossbow bolt piercing her skin, Karan hisses in pain and irritation before lunging towards the marksmen, drawing her sword on the run.
Move: E8-C7-C5
Standard: Charge at D1, followed by Howling Strike
To-hit: 1d20+7=11 (http://invisiblecastle.com/roller/view/2583841/)
Meh, not rolling for DMG
The Goblin sneers at Karan's missed swing, and changes position while she swings.
D1 shifts to E2
For reference, my map places Karan at D2
"Ok big boss!"
Rah nods to Graven, grins, and begins running on all fours, darting and weaving across the room before leaping at the offending goblin's face.
And Rah becomes a blur.
Yeh I'm still new to 4e so I wasn't sure about healing surge stuff :)
Presume I spent 2 of my healing surges beforehand, pumping my hp back up to 24/26.
Rah using move and attack parts of Open The Gates of Battle.
Move Phase:
OPTGoB: "move +2"; "you don't provoke opportunity attacks from the first enemy you move away from".
moving F11 -> F9 -> C6 -> C5 -> E3 (8 squares)
After move, using Hunter's Quarry on the E2 goblin.
Attack Phase:
Dexterity vs Reflex
attack roll: 15 http://invisiblecastle.com/roller/view/2584556/ (http://invisiblecastle.com/roller/view/2584556/)
attack = 1d20 + 4 = 15 + 4 = 19 vs Reflex
If hits, using stone flurry for 3 + strmod = 3 + 2 = 5 damage
damage roll: 11 http://invisiblecastle.com/roller/view/2584569/ (http://invisiblecastle.com/roller/view/2584569/)
quarry roll: 3 http://invisiblecastle.com/roller/view/2584572/ (http://invisiblecastle.com/roller/view/2584572/)
damage = 3d10 + dexmod + quarry + flurry = 11 + 4 + 3 + 5 = 23
"Okay, it's not undead, but no matter. It is time for action! To arms, my comrades!"
Norian takes a LoF shot at the Goblin in front of Graven, he hopes to illuminate the target for his giant friend.
Standard: Lance Of Faith at F6Attack, Damage. +2 to-hit to Graven (1d20+4=20, 1d8+4=5) (http://invisiblecastle.com/roller/view/2585416/)
Rah's fists nearly kill the creature, and it staggers in a bloody fashion. To boot, Norian starts his deadly barrage of Lance of Faith.
The braziers, having moved towards the south wall about five feet suddenly glow a bit brighter. A huge ball of fire suddenly erupts from the western brazier travelling straight towards the brazier on the eastern side! Both Karan and Rah are lightly seared by the ball, while the Goblin dodges easily.
Goblin Sharpshooter (E2) takes 23 damage and is bloodied.
Hobgoblin Soldier (F6) takes 5 damage.
Karan resists 1 fire damage. (19 remain)
Rah takes 1 fire damage. (21 remain)
Next round initiative reminder:
Adis > Graven > Sharpshooters > Soldiers > Karan > Rah > Norian
With the enemies now fully engaged, Adis jumped back to his feet. Looking around, he found his first target engaged with Graven. Let's see you dodge me this time...
With well practiced fluidity, Adis fired off his trademark Ray of Frost at the enemy.
Move Action: Stand Up
Standard Action: Cast Ray of Frost at F6; Attack 1d20+5=18 (http://invisiblecastle.com/roller/view/2586267/) vs Fortitude; Damage 1d6+6=7 (http://invisiblecastle.com/roller/view/2586268/); Target is slowed on hit
Minor Action: None
Construct's maul rose and fell as he continued to pound on the goblin in front of him.
Standard: Weight of Earth on F6. Attack (1d20+8=22) (http://invisiblecastle.com/roller/view/2586899/) vs AC. Hit: Damage (2d6+8=14) (http://invisiblecastle.com/roller/view/2586901/) and the target is slowed until end of my next turn.
Action Point - Standard: Strength of Stone on F6. Attack (1d20+6=13) (http://invisiblecastle.com/roller/view/2586900/) vs AC. Hit: Damage (2d6+4=14) (http://invisiblecastle.com/roller/view/2586902/) and Graven gets 4 temp hp.
Free: Nature's Wrath - enemies in squares surrounding me get marked.
Adis and Graven team up on a Hobgoblin and he looks worse for wear after getting frozen and then mauled. Sadly, Graven's extra speed must have messed up his second attack.
With a quiet rattle followed by a clank, the braziers continue to move south.
The crossbow weilding Goblins take up better positions and fire off a volley, one misses Karan, while Rah gets a large bolt in his side. The wound drips heavily.
The Soldiers bark at each other and attack in tandem, shifting while in mid attack. One attack misses, while the other bites deep into Graven's...substance.
Hobgoblin Soldier (F6) takes 21 damage and is slowed (twice).
Hobgoblin Soldier (F6) is now bloodied.
Rah takes 8 damage and is bloodied. (13 remain)
Graven takes 7 damage. (18 remain)
(Making move for Karan, since G is away and left her control to me)
Karan moves up to goblin she was attacking and swings two fast but inaccurate blows at him
Move: move to E3 then F2
Standard: Avalanche Strike on F1. Attack (1d20+6=12) (http://invisiblecastle.com/roller/view/2587698/) vs AC (Actually 13 vs AC, forgot Bloodhunt bonus... probably a fail anyway). Hit: Damage (3d12+6=25) (http://invisiblecastle.com/roller/view/2587701/) and all enemies attacking Karan until start of her next turn gain +4 bonus to attack roll.
Action Point - Standard: Howling Strike on F1. Attack (1d20+6=16) (http://invisiblecastle.com/roller/view/2587705/) vs AC (Actually 17 vs AC, forgot Bloodhunt bonus again). Hit: Damage (1d12+1d6+3=17) (http://invisiblecastle.com/roller/view/2587706/).
If by any chance marksman gets killed by these attacks:
Free Action: Gain 3 temp hp and Swift Charge on G1 using Howling Strike instead MBA... with glorious 10 for attack... not even linking.
If an enemy damages Karan:
Free Action: Infernal Wrath on triggering enemy, dealing Fire Damage (1d6+2=5) (http://invisiblecastle.com/roller/view/2587710/)
Rah clutches the wound on his side, trains his eyes on one of the goblins, and goes (more) feral!
Rah uses both move and attack parts of At-Will power Crane's Wings.
Movement:
move discipline grants:
>+5 to athletics roll
>always considered to have a "running start" (/5 instead of /10)
>distance not affected by speed
athletics roll: 9 http://invisiblecastle.com/roller/view/2588741/ (http://invisiblecastle.com/roller/view/2588741/)
jump distance = (1d20 + 7 + 5) / 5 = (9 + 7 + 5) / 5 = 21 / 5 = 4 squares!
So jumping from E3 -> F3 -> G4
Attack: targetting H5; Dexterity vs Fortitude
attack roll: 10 http://invisiblecastle.com/roller/view/2588751/ (http://invisiblecastle.com/roller/view/2588751/)
attack = 1d20 + 4 = 10 + 4 = 14 vs Fort
damage roll: 7 http://invisiblecastle.com/roller/view/2588758/ (http://invisiblecastle.com/roller/view/2588758/)
damage = 1d10 + 4 = 7 + 4 = 11
If the attack hits, I push the target into the I5 Wall (wham!).
Following up with stone flurry for 3 + strmod = 3 + 2 = 5 damage.
Karan slays Goblin Sharpshooter (F1).
Rah damages Goblin Sharpshooter (H5) by 17. It is bloodied.
Norian finally acts after a few seconds of wondering what his crazy brother was up to.
"You know, despite all of the troubles we've had, I wonder if my brother still cares for me." As he thought this, he unconsciously sauntered over a few feet to just behind Graven. "I don't really know, him being off adventruing, much like myself..." Norian was still wondering away as he tossed a Lance of Faith at a goblin "...but I guess, in the end, brothers always love and care for one another, even in the oddest ways possible. The oddities of familial relationships...the one thing I already knew that no-one in training had even the slightest idea about. I always found that strange..." Norian notices Rah's bleeding, and heals him up, then goes back to pondering.
Move: To G8
Standard: Attack, Defense (1d20+4=22, 1d8+4=5) (http://invisiblecastle.com/roller/view/2593123/) at goblin in H5. God, i'm failing at damage...
Minor: Healing word on Rah. Surge + Healer's Lore(4)+ Healing Word bonus (1d6=1) (http://invisiblecastle.com/roller/view/2593143/)Wow, Okay then. Something's up with me...or I just have terrible luck right now. Feh.
The tide of battle was quickly turning in everyone's favor. Reciting another chant , Adis moved up next to Norian. With a swift strike Adis slammed his staff into the ground, causing the area before him to erupt with electricity. Seeing no response from the enemies, Adis stuffed his quarterstaff in his pack in frustration.
Move Action: Move to H8
Standard Action: Cast Thunderwave at [G-I][5-7]; Attack (G5)1d20+5=9 (http://invisiblecastle.com/roller/view/2593263/), (H5)1d20+5=6 (http://invisiblecastle.com/roller/view/2593264/) vs Fortitude; Obvious Missed
Minor Action: Put away Quarterstaff
Graven adjusted his position one step and swung his hammer, missing by a large margin.
Move: Shift to G6
Standard: Strength of Stone on G5 and miss.
Free: Nature's Wrath - enemies in squares surrounding me get marked.
Norian further hurts the ranged attacker, while Karan and Rah fail to understand that standing between the braziers can be painful when a large fireball shoots back from east to west. Shortly after this a slow rattle sees the braziers moving north again.
The party continues their amazing damage output, and the Goblin with a crossbow shifts backwards, lodging a bolt in Graven's frame. One of the soldiers slams his flail against Graven, knocking him to the ground. The second misses an attack against Karan, then slides over towards Norian.
Norian damages Goblin Sharpshooter (H5) by 5.
Norain heals Rah for 11, unbloodying him.
Rah then takes 3 fire damage. (21 remain)
Karan resists 3 fire damage.
Graven takes 18 damage, and falls unconcious (dying). (0 remain)
(Making move for Karan, since G is away and left her control to me)
Karan takes a step away from the soldier, to charge last standing sharpshooter.
Move: Shift to F3
Standard: Charge, substituting Howling Strike on I4. Attack (1d20+8=20) (http://invisiblecastle.com/roller/view/2593322/) vs AC. Hit: Damage (1d12+1d6+3=12) (http://invisiblecastle.com/roller/view/2593323/).
Karan slays Goblin Sharpshooter (I4).
Rah rushes over and tries to simultaneously pummel the two remaining foes.
Using Five Storms move and attack.
Move: Shifting 2 squares G4 -> G5 -> F6
Attack: close burst 1; dexterity vs reflex
attack rolls: http://invisiblecastle.com/roller/view/2594573/
attack = 1d20 + dexmod = 19, 12
damage roll: http://invisiblecastle.com/roller/view/2594578/
damage = 1d8 + dexmod = 5
So using the 19 hit on F7, then following with stone flurry on F7 for extra 3 + strmod = 5 damage.
Norian figures he'll try and hit the goblin in front of him with his mace, and he tries a healing strike. then he thinks about it, and his brother, and decides that would have best been left to Aden, so he takes a couple steps back, and heals Graven. He then does what he does best: Lance Of Faith. It goes well, heading towards the goblins chest.
Move: Shift back 1 square to F9
Minor: Healing Word on Graven: Surge plus 4 plus Healing word bonus (1d6=5) (http://invisiblecastle.com/roller/view/2596880/)
Standard: Lance Of Faith at goblin in F7
Attack, Damage (1d20+4=22, 1d8+4=7) (http://invisiblecastle.com/roller/view/2596881/) Yes. this could go well!
Drawing an Orb from within his robes, Adis quickly made his way around the enemies. "All right let's try this again you bastards!" he exclaimed. Orb in hand he began to channel energy into the orb, reciting his spell. The orb steadily grew brighter. Suddenly it flashed and was once again dark. From below the floor crackled with lightning.
Minor Action: Equip Orb Implement
Move Action: Move to H4, G3, F4
Standard Action: Thunderwave on [D-F][5-7]; Attack (F5)1d20+5=25 (http://invisiblecastle.com/roller/view/2596932/), (F7)1d20+5=24 (http://invisiblecastle.com/roller/view/2596933/) vs Fortitude; Damage (F5)(Crit)1d6+5=11, (F7)1d6+5=7 (http://invisiblecastle.com/roller/view/2596936/); Push F5 to F7 and Push F7 to H8
- "Status: critical - engaging damage control systems." - Graven slowly rose to his feet, while his wounds rapidly mended, both due to Norian's divine power and his own capabilities.
@17hp after Norian's heal
Minor: Warforged Resolve (+3 hp, +3 temp hp)
Standard: Second Wind - I get +8 hp (puts me on 28), +2 to all defenses, and another +4 to AC from class feature. (AC 23)
Move: Stand up.
If there are any enemies near me:
Free: Nature's Wrath - enemies in squares surrounding me get marked.
Ran distracts the Soldier getting up in Norian's grill, while Norian takes him out. Karan dodges another bolt shooting between the braziers. Graven, revived by Norian, kicks in his autorepair and removes his bloodied effect.
The braziers move back into their starting positions, and a loud clunk is heard.
The goblin misses very wide with his flail.
Rah damages Hobgoblin Soldier (F7) by 10.
Norian slays Hobgoblin Soldier (F7).
Graven heals a total of 28+3THP.
Adis damages Hobgoblin Soldier (F5 -> F7) by 11.
(Making move for Karan, since G is away and left her control to me)
Karan charges at the last goblin.
Standard: Charge ending in E6, substituting Howling Strike on F7. Attack (1d20+8=24) (http://invisiblecastle.com/roller/view/2598552/) (23 actually, forgot this one isn't bloodied) vs AC. Hit: Damage (1d12+1d6+3=8) (http://invisiblecastle.com/roller/view/2598553/).
Rah opens up with another storm of flying limbs.
Five storms attack on the F7 goblin
Dexterity vs Reflex
attack roll: http://invisiblecastle.com/roller/view/2599448/ (http://invisiblecastle.com/roller/view/2599448/)
attack = 1d20 + dexmod = 16 + 4 = 20 vs Reflex
damage roll: http://invisiblecastle.com/roller/view/2599464/ (http://invisiblecastle.com/roller/view/2599464/)
damage = 1d8 + dexmod + stone_flurry = 6 + 4 + 5 = 15
Norian throws yet another LoF.
Standard: LoF, Goblin in F7
You should know the drill by know... (1d20+4=16, 1d8+4=7) (http://invisiblecastle.com/roller/view/2602396/)
The goblin rocked back and forth on unsteady legs. Each of his companions had dealt their blow and now it was Adis' turn to finish it off. Not wasting time, he began reciting. This time the orb turned black swirled with what looked like many white blades. Likewise the area surrounding the goblin to was filled with swirling blades.
Standard Action: Cast Cloud of Daggers on F7; Attack 1d20+5=7 (http://invisiblecastle.com/roller/view/2602410/); Miss; Any creature that enters or starts its turn in the square take 2 force damage. Zone persists until the end of my next turn.
Graven takes a swing at the goblin also.
Standard: Strength of Stone vs gobbo. Attack (1d20+6=18) (http://invisiblecastle.com/roller/view/2602428/) vs AC. Hit: Damage (2d6+4=12) (http://invisiblecastle.com/roller/view/2602431/) and Graven gets 4 temp hp.
Free: Nature's Wrath - enemies in squares surrounding me get marked.
At long last, the last Goblin twitches at your feet. After a small pause, and no noticeable noises, you take a quick look around the room. Turns out each of the doors has a small plaque on it. The West reads "To Von Urstadt", the North reads "To Rivenroar Family", the East reads "To Von Jallach".
Adis - 21/21 AP: 2/2 Surges: 5/6
Graven - 28/35 AP: 1/2 Surges: 7/13
Karan - 19/31 AP: 1/2 Surges: 5/11
Norian - 23/23 AP 2/2 Surges: 6/7
Rah - 21/26 AP 2/2 Surges: 6/9
The encounter gets you 550exp total, 110exp each, and 1 AP included in the totals shown.
No loot of immediate notice.
I've assumed a short rest in the 1 AP, if you want to press on immediately, go ahead. Not that there's really any bonus for it...
From now on you'll be making your choices on where to go, so figure out a way to do that collectively is my suggestion.
Also, feel free to make a more dedicated search of rooms that seem interesting to you. This is a dungeon style area after all, who knows what you could find?
- "So far we heard name Rivenroar, not the other two. Wouldn't the center door be of more interest to us then?" - Graven asks while glancing over the room in case they missed something.
Perception (1d20+6=15) (http://invisiblecastle.com/roller/view/2602446/) - searching for non-obious stuff or hidden loot >.>
Also spending 1 surge - full hp, 6 surges left
Graven the ever perceptive discovers what he can about the braziers and their balls of fire. Apparently they activate when the doors are opened in this room, and were probably just to impress anyone coming to visit the tombs to honor the inhabitants.
No loot, but Perception roll+Passive Insight gave this information. Lucky you!
"What ever is this way is clearly sounds angry. I suggest we let it, them, whatever duke it out. We can come back later and hopefully they will have killed each other. In the meantime I'm going to check the other door"
With caution, Adis approached the door on the right side. Opening it slowly he peeked inside.
Passive Stealth Check 11
Passive Perception Check 11
Being met with silence and darkness comforted Adis a little. Without thinking he slowly made his way down the hallway and peeked around the corner.
Passive Stealth Check 11 +2(Low-light concealment?)
Passive Perception Check 11
Walking back into the dark hallway, Adis ascended the stairs. Slowly he peers through the empty doorway at the top...
Passive Stealth Check: 11
Passive Perception Check: 11
I am back from holiday, and will expect something to happen within 24 hours of this post. Either go smack the goblins, find out about the weird light, or open and go through the third door. Do SOMETHING, or I will be doing something for you, and it won't be pretty. =)
EDIT: Right after SK's post. Note, it's just a doorway, not a door. You are undetected as far as you can tell.
Illuminated slightly above the archway into the room is an inscription reading "Von Jallach Family Tomb". It seems to have been carved with care, if that matters.
The source of light is easily ascertained. It comes from a square of runes in the floor in the centre of the room. Watching them is mesmerizing, and they pulse with light every few seconds. Looking around the room, the walls appear to have alcoves in nearly every face. They are empty, but look like they would be designed to hold bodies of the dearly departed. Finally, there is another set of doors in the eastern wall.
It should be noted that the only source of light is these glowing runes, though, and they're not that bright.
Adis' approach appears to have gone unnoticed.
Rivenroar map is updated.
"Well, things look safe enough." Adis mumbled. With a wave of his hand he conjured an orb of bright light in the center of the runes. Walking forward, he pokes the runes with his staff.
Cast Light on the Darkness.
Poke the runes with my staff
A bright light suddenly fills the room that Adis is in, and Karan runs forward, seeing it. Adis' staff landing on the runes causes them to flare, and he receives a small shock for the action.
The runes appear to be oddly familiar to him, and he peers at them intently. He is able to ascertain that they spell out "Von Jallach" in a phonetic alphabet that some Wizards use in writing scrolls. There's something faintly odd about the script used, though, but he can't quite decipher it.
Encounter: Von Jallach Crypt
A faint rustling, besides the sound of Karan coming up behind him, disturbs his thoughts. A small needle of blackness detaches itself from an alcove and darts along the floor. A tiny sound, almost like a bark comes from the creature, and suddenly masses of these small creatures pour from the alcoves, swarming together into two distinct groups. They move constantly, and appear to be all mouths.
The first group darts over towards Adis, knocks him flat and rips tiny little pieces from his flesh until he stops moving. Seeing no more fight in Adis, the second group knocks Karan over, and tears at her flesh until blood is running freely from her wounds.
Rah (moved after the party on his turn)
Needlefang Drake Swarm (2) (moved)
Norian
Karan
Graven
Adis
Adis takes 4 damage from the runes, and 17 from the drakes, which means he's dying. Also, he's prone.
Karan is knocked down as well, and happens to take 17 damage as well, leaving her bloodied.
The door takes a minor action to open.
Fwoop's turn was spent with 2 moves to get him on the battlemap.
EDIT: No moves will be required.
The stairs in the battlemap are difficult terrain.
Entering the alcoves will provoke opportunity attacks.
"Oh for the love of Pelor..." Norian moves up beside Graven, and then heals Adis, before starting The Holy Storm. The bolt seems a little off.
Move: to F11
Minor: Healing Word: Surge + (1d6=6) (http://invisiblecastle.com/roller/view/2621738/)
Standard: Lance of Faith (1d20+4=15, 1d8+4=8) (http://invisiblecastle.com/roller/view/2621742/) at drake in F6
Karan stood up as hastily as she could. She was covered in her black blood head to toe, but it did not seem to impair her. More like on the contrary. She drew her weapon, and with a loud, high pitched shriek, and tried to hit the swarm that wounded her. Swing, no matter how powerful, was easily evaded by the small creatures. However, undaunted, she quickly regained balance and struck again, with much more luck than before.
Move: standing up
Minor: Infernal Wrath on the swarm that hit me
Standard: Missed Bloodhunt rage, she enters the rage, as long as she or enemy is bloodied, she gains +3 to dmg rolls.
ACTION POINT:
Avalanche Strike: 1d20+6=21 (http://invisiblecastle.com/roller/view/2621756/).
Damage: 3d12+9=38 (http://invisiblecastle.com/roller/view/2621757/)
Until the end of her next turn, all attacks at Karan receive +4 bonus. Meh!
Norian heals Adis, and misses with his lance.
The Needlefang Drake Swarms, seeing Karan move to stand up, both bite at her while she's in the process of moving. Her attack that hits doesn't do quite as much as she'd hope, as they're more than one creature, but the creatures that survive her onslaught are visibly bloodied.
Adis is healed to 15, remains prone.
Karan is damaged for a total of 9 points. (5 remain.)
Karan's infernal wrath damages the right Drake by 12.
Karan's melee damages the left Drake by 19, leaving it bloodied.
- "Situation analysis: Type F combat encounter. Codename: 'We're fucked'" - Graven moved on to assist Karan. Wind howled and ice started to cover nearby walls as he first let loose a wide swing followed by another attack at nearby swarm.
Minor Action: Form of Winter's Herald - Graven gets +1 to AC, resist cold 5 and 2 square "aura" of difficult terrain that affects enemies only
Move Action: Walk to F10
Standard Action: Charge vs F6 ending on F7. Attack (1d20+6=21) (http://invisiblecastle.com/roller/view/2621788/) (22 since this didn't include bonus for charging) vs AC. Hit: Damage (2d6+4=11) (http://invisiblecastle.com/roller/view/2621789/).
Action Point - Standard Action: Form of Winter's Herald attack - Close burst 1 (targets all enemies in burst). Attack (1d20+6=22) (http://invisiblecastle.com/roller/view/2621786/) vs AC on F6. Hit: Cold damage (2d6+4=11) (http://invisiblecastle.com/roller/view/2621787/) (+4 for Crippling Crush which I forgot to add so 15) and the target is immobilized (save ends). Miss: Half damage and the target is immobilized until end of my next turn.
Free Action: Nature's Wrath - enemies in squares surrounding me get marked.
Remember to use Warden's fury if that bugger tries to nibble on Karan or Adis
Adis' memory of the last few moments was a little blurry. There was a bright light, some runes and this curious stinging sensation on his side. With all the shouting going about, all he really wanted was some sleep. However a warm light bathed him and his mind cleared a little. Looking to his left he saw the swarm of mouths that had tried to eat him. Jumping up with a start, he spouted an incantation on reflex. Waves of electricity flowed out from the ground, flinging the creature through the runes.
Move Action: Stand up
Standard Action: Thunder Wave against [F-H][4-6] F6; Attack Roll 1d20+5=22 (http://invisiblecastle.com/roller/view/2621862/) vs Fortitude; Damage 1d6+5=10 (http://invisiblecastle.com/roller/view/2621869/); Push the creature 2 squares through G5 to H4.
Graven's charge lightly damages the mass of creatures, but his resounding area of cold freezes the crap out of the drakes. The remaining creatures are tiny little icicles. They don't move anymore.
Graven hears a loud grunt beside him when he issues out his cold aura as well! A medium sized creature suddenly pulls itself away from the wall and prepares a small pick, and glares at the Warforged.
The remaining Drake nibbles at Adis as he moves to stand up, letting his blood flow once more. Adis' attack shatters the icicled Drakes, and the Gnome cries out in pain as it slides backwards. It quickly switches to its crossbow and fires a bolt at Graven, missing badly.
Graven damages the Drake (F6) by 28. It dies.
Graven damages the Gnome Skulk (G6) by 15.
Adis gains 5 damage from the remaining Drake! (10 remain, bloodied)
Adis damages the Gnome Skulk (G6) by 10, leaving it bloodied.
Gnome (moved) > Rah > Drake > Norian > Karan > Graven > Adis
A wide grin breaks onto Rah's face. Things were getting dangerous!
He hops on all fours and bounds up the stairs snarling!
Using move and attack parts of spinning leopard maneouver!
> Effect: You shift your speed and can make the following attack once against each enemy that you move adjacent to during the shift.
Move: shifting from E9 to H5
targetting gnome
Attack: Dexterity vs Reflex
Attack roll: 5 http://invisiblecastle.com/roller/view/2622815/ (http://invisiblecastle.com/roller/view/2622815/)
Attack = 1d20 + dexmod = 5 + 4 = 9 vs Reflex (fail)
Rah punches at the air. Go Rah!
The Drakes pull Adis down once more, biting him for all they are worth once more. Thankfully he's still concious this time.
Adis takes 8 damage and falls prone. (2 remain)
Norian facepalms. "It just keeps getting better and better..." He moves up, shoots a LoF at the gnome, and heals Adis. Again.
Move to G6
Standard:Lance Of Faith (1d20+4=16, 1d8+4=10) (http://invisiblecastle.com/roller/view/2625298/)
Minor: Healing Word (1d6+4=7) (http://invisiblecastle.com/roller/view/2625438/)on Adis
Norian's faith makes up for earlier lack of direction by smacking the life out of the Gnome. Adis suddenly looks a lot better, as well.
Sadly, as Karan starts to stir, the Needlefangs set into her body, and she quickly stops moving.
Norian slays the Gnome Skulk.
Adis is healed by 12. (14 remain)
Needlefang Drakes damage Karan for 7. Guess who's dying? (-2 remain)
Only one monster remains (D6), so no need for an updated battlemap.
Graven moves near the other swarm and slams the ground causing spikes to stab the drakes.
Move Action: To the swarm
Standard Action: Roots of Stone on the Swarm. Attack (1d20+6=24) (http://invisiblecastle.com/roller/view/2626055/) vs AC. Hit: Damage (2d6+4=15) (http://invisiblecastle.com/roller/view/2626057/). Blah blah blah, zone, blah, blah, blah damage and knock prone if left, you know the drill.
Free Action: Nature's Wrath - enemies in squares surrounding me get marked.
Graven takes actions, and steps through the floor runes which flare brightly and shock his feet. At the end of his turn, though, the chamber lies silent, and he hops quickly from the runes. They surge to life as he escapes their grasp, and dwindle.
Graven takes 3 damage. (32 remain)
Graven slays the Needlefang Drake.
Adis: 12/21 HP 2/2 AP Surges: 3/6 Damage dealt: 10 Damage taken: 34
Graven: 32/35 HP 0/2 AP Surges: 6/13 Damage dealt: 63 Damage taken: 3
Karan: -2/31 HP 0/2 AP Surges: 3/11 Damage dealt: 31 Damage taken: 33
Norian: 23/23 HP 2/2 AP Surges: 6/7 Damage dealt: 10 Damage taken: 0
Rah: 21/26 HP 2/2 AP Surges: 6/9 Damage dealt: 0 Damage taken: 0
Total of 375 XP, 75 XP per character.
Karan is STILL DYING. Please deal with that. You can attempt to search for loot afterwards, but I've assumed Karan would be more important to you first.
Norian goes to Karan's side, and starts the little ritual he's supposed to do before he attempts first aid, you know, praying for recovery, all that. He then starts treating Karan's wounds and various other injuries. He finds it surprisingly easy for such grievious harm done to the barbarian's body.
Heal check, to revive Karan (1d20+9=29) (http://invisiblecastle.com/roller/view/2626070/)
While cleric is taking care of Karan, Graven decides to inspect the room closely
Perception (1d20+6=20) (http://invisiblecastle.com/roller/view/2626073/)
Graven's searches reveal a small iron key on the Gnome's body. The alcolves have nothing of note, besides the debris the Needlefang drakes apparently used for nests.
If you want to take an extended rest, you'll need to find somewhere outside to do it. You CAN attempt to extended rest inside, but I will do my best to kill you. You have been warned.
Your party, somewhat broken and battered, heads outside. Around sixty feet north from the entrance to the catacombs, there's a sheltered cave with a good line of sight on the entrance.
Graven takes up watch, since he doesn't have to sleep technically. Six hours and a bit of food later, you're ready to set out again.
The entire party now has full health, surges, daily powers, and 1AP. Go get 'em!
Graven reports no activity out of the door during your rest, and without any further adieu, you head back down the staircase. The bodies of the goblins are missing from the first room, but no one is there to greet you.
"And how is that my fault?! If I recall correctly you dropped almost as soon as you arrived. You did not 'almost die' for my sake, you almost died from your own stupidity. It is the same in my case as well. All I'm saying is that your inability to come to swiftly to a decision left me bored and by your I mean all of you. So I made a decision to explore. Simple as that. But if punching a frail wizard is how you like to release your self-loathing frustrations, very well."
Prepare Action: If Karan attempts to hit me again, use a non-lethal Thunderwave on her.
"Um, we're not doing this you two. You both fell yesterday. Fact. The circumstances were different. Fact. Now, get over it and lets keep moving." Norian was not having any conflict. Still a little sore over the wole being rejected thing, what also wasn't brought up was that when they went down, who brought them back? Norian. Adis Twice, and he bandaged up Karan, and he wasn't complaining, so Why should they?
Diplomacy (1d20+7=18) (http://invisiblecastle.com/roller/view/2626517/)
Sadly the GM can only enforce those sorts of rolls on NON Player Characters. But kudos for trying it.
I will wait until you either:
1) Decide a leader and that person says where to go
2) A leader appears to emerge naturally, and that person indicates going somewhere.
Note: once you've indicated a leader, I will assume you all follow that person where they are going unless you state otherwise.
As suggested - the idea of a leader will be tabled until your next rest. I'll either want a leader or a system to make decisions when you rest next.
Following Rah, you open the door. The hallway is just the same, and after a quick check for anything out of the ordinary you head around the corner.
Unsurprisingly, you are greeted by Goblins! A loud grunt from the better armored Goblin brings the rest to attention, and they jump into a loose formation. It appears they were waiting for you.
A quick look around the room reveals a fissure in the ceiling that carries the smoke away from the brazier in the corner, which appears to be the only light source. There are sacks and bedrolls around the edges of the room, and even a roasting spit next to the brazier.
The more armored Goblin takes a step forward, swinging his flail at Graven. Seeing it miss badly, he shifts back towards his comrades, letting them take up positions.
Crying loudly they surge forward, longswords in hand. The first two attacks are easily dodged, but the latter two find their target in Rah.
Hobgoblin Soldier
Hobgoblin Grunt (4)
Rah
Norian
Adis
Graven
Karan
Brazier and roasting spit are difficult terrain.
Bedrolls are normal terrain.
Rah takes a total of 10 damage. (16 remain)
Rah howls, then rises into the air spinning; flailing his limbs about.
Using attack, move parts of Five Storms
Trying to hit the three targets F7,G7,H7.
Attack Action
attack rolls: http://invisiblecastle.com/roller/view/2627844/ (http://invisiblecastle.com/roller/view/2627844/)
attack = 1d20+dexmod = 11, 21, 9 vs Reflex
damage roll: http://invisiblecastle.com/roller/view/2627846/ (http://invisiblecastle.com/roller/view/2627846/)
damage = 1d8+dexmod = 9
applying stone flurry for an extra (3+strmod = 5) damage to the first target I hit.
Move Action
Using move part of five storms to shift over to H8.
Norian just sighs and shoots a lance of Faith. it misses pretty bad. "This is a good omen."
Standard:Lance of Faith (penalty added in) (1d20+2=6, 1d8+4=11) (http://invisiblecastle.com/roller/view/2631398/) it misses, I would assume.
Slipping behind Graven and Karan, Adis set himself up to blast several of the goblins. Unleashing a wave of electricity into his opponents, he sent two of them flying away.
Move Action: Move to D8
Standard Action: Cast Thunderwave on [E-G][5-7]; Attack (E7)1d20+5=23 (http://invisiblecastle.com/roller/view/2631416/), (F7)1d20+5=8 (http://invisiblecastle.com/roller/view/2631417/), (G7)1d20+5=7 (http://invisiblecastle.com/roller/view/2631419/), (F6)1d20+5=24 (http://invisiblecastle.com/roller/view/2631421/) vs Fortitude; Damage (E7)1d6+5=8 (http://invisiblecastle.com/roller/view/2631423/), (F6)1d6+5=7 (http://invisiblecastle.com/roller/view/2631424/); Push E7 to G5, Push F6 to G4
Graven shifted between two nearby goblins and slammed his foot into floor causing jagged rock spikes to shoot from below.
Move Action: Shift to G7
Standard Action: Roots of Stone on F6:H8. Effect: The burst creates a zone of rippling earth that lasts until the end of Graven's next turn. Attack (F7, H7) (1d20+6=13, 1d20+6=25) (http://invisiblecastle.com/roller/view/2632136/) vs AC. Hit: Damage (2d6+4=9) (http://invisiblecastle.com/roller/view/2632137/), and the target is knocked prone and takes 4 damage when he leaves the zone.
Free Action: Nature's Wrath - enemies in squares surrounding me get marked.
Noticing the hobgoblin grunts being decimated, Karan took a few steps towards the centre of the room, to give her space to charge on the biggest goblin.
Minor: n/a
Move: to C6
Standard: charge to F6, followed by Howling Strike
To-hit: 1d20+7=15 (http://invisiblecastle.com/roller/view/2632150/)
Damage: 1d12+1d6+3=17 (http://invisiblecastle.com/roller/view/2632151/)
Norian, despite being one of the best slayers on the team, misses with his Lance. After Adis' attack, another Goblin lies twitching, while the more heavily armored one is much further back. Graven's attacks also take down a Hobgoblin.
Karan, in moving away, provokes an attack of opportunity, which connects. Regardless, she charges the Soldier and connects, but his armor absorbs the blow.
Moments later, the northern door opens, revealing a dark passageway and two goblins with crossbows. They don't look happy (or surprised) to see you.
The Soldier's flail hits Karan's side at nearly the same moment that two crossbow bolts lodge into her armor. One of them bites into her flesh, the head of the other breaks off in her armor.
The last Grunt standing bellows loudly and launches an attack at Graven, finding his mark with his longsword.
Soldier > Sharpshooter (2) > Grunt > Rah > Norian > Adis > Graven > Karan
Adis damages Hobgoblin Soldier by 8 and pushes it to G4.
Adis slays Hobgoblin Grunt (E7)
Graven slays Hobgoblib Grunt (H7)
Karan takes a total of 15 damage. (16 remain)
Graven takes 5 damage. (30 remain)
Rah beelines towards the newcomers.
Using move and attack parts of Open the Gates of Battle.
Move Action:
H8 -> H6 -> E3
OtGoB lets me ignore OA from G4.
Attack Action:
Using OtGoB attack on E2.
attack roll: http://invisiblecastle.com/roller/view/2632169/ (http://invisiblecastle.com/roller/view/2632169/)
attack = 1d20+dexmod = 20(crit!)+4 = 24 vs Reflex
damage roll: http://invisiblecastle.com/roller/view/2632170/ (http://invisiblecastle.com/roller/view/2632170/)
damage = 2d10+dexmod+1d10 = 15+4+7 = 26
applying stone flurry for extra 3+strmod = 3+2 = 5 damage
Rah's blows stun, batter, bruise, and otherwise maim the Sharpshooter until it's a bloody paste on the floor.
Rah slays the Goblin Sharpshooter (E2).
Norian shoots a lance at a goblin next to Graven It looks like it is going to hit.
Standard:Lance of Faith at F7
Lance of Faith (1d20+4=18, 1d8+4=7) (http://invisiblecastle.com/roller/view/2635069/)
Once more circumventing the main conflict, Adis ran to the enemies side and blasted them with a wave of thunder.
Move Action: Move to D3
Standard Action: Thunder wave on [E-G][2-4]; Attack (G4)1d20+5=19 (http://invisiblecastle.com/roller/view/2635430/), (E2)1d20+5=19 (http://invisiblecastle.com/roller/view/2635431/) vs Fortitude; Damage (G4)(E2) 1d6+5=8 (http://invisiblecastle.com/roller/view/2635436/); If hit, Push G4 to H5 and Push E2 to G1
After talking with SK, his move has been changed in light of where creatures actually are. Consult the battlemap for new positions.
Norian gets back in the swing of things by lancing another Goblin to death.
Adis slips next to Karan, blasting the goblins back into the corner.
Adis damages both remaining monsters by 8.
Graven is next.
Graven moved up to both opponents and swung his maul at the archer, smashing the goblin into the wall.
Move Action: Move F3->G2
Standard Action: Strength of Stone on H1. Attack (1d20+6=26) (http://invisiblecastle.com/roller/view/2638148/) vs AC. Hit: 16 damage and Graven gains 4 temp hp.
Free Action: Nature's Wrath - enemies in squares surrounding me get marked.
Karan quickly moves next to Graven, and swings at the last remaining foe.
Move: to G1
Standard: Avalanche Strike at H1
To-hit: 1d20+6=22 (http://invisiblecastle.com/roller/view/2638152/)
Damage: 3d12+6=21 (http://invisiblecastle.com/roller/view/2638155/)
Karan gets -4 to all defences until the end of her next turn.
Both attacks land, and there's a goblin sided bloodsmear on the wall.
The soldier, enraged at the death of its comrade, and seeing its own death in your eyes, takes on last swing, soundly striking Graven.
Graven smacks the Goblin for 16, Karan finishes it up.
Hobgoblin Soldier damages Graven for 9.
Graven gains 4 THP. (25 remain)
Karan gains 3 THP. (16(3) remain)
Rah flicks some entrails off his loincloth and whirls in towards the remaining two goblins.
Using move and attack parts of Five Storms.
Five Storms lets me shift 2 squares, so shifting E3 -> G1.
Attack rolls:
http://invisiblecastle.com/roller/view/2638172/ (http://invisiblecastle.com/roller/view/2638172/)
http://invisiblecastle.com/roller/view/2638173/ (http://invisiblecastle.com/roller/view/2638173/)
attack = 1d20 + dexmod = (18, 1) + 4 = 22, 5 vs Reflex
damage roll:
http://invisiblecastle.com/roller/view/2638181/ (http://invisiblecastle.com/roller/view/2638181/)
damage = 1d8 + dexmod = 4 + 4 = 8
first target hit also takes a stone flurry for damage:
3 + strmod = 3 + 2 = 5
After talking with Rah, his move has been editted. He is now at G3, next to the only remaining Goblin.
You are all within distance of him, and he can't really go anywhere without heaps of AoO, so feel free to not even post move actions. I will assume that you converge and smack the shit out of him.
Norian is up > Adis > Graven > Karan > Goblin > Rah
Aden moves forward, and attempts to finish off the goblin with a LoF.
Move: to D4
Standard:Lance of Faith (1d20+4=18, 1d8+4=5) (http://invisiblecastle.com/roller/view/2644887/)
Also, I lack fluff in some of these posts, because I am unsure how to deliver a LoF with panache, as I have seemed to use it all up, yet It is my bread and butter. just letting you know.
Holding the orb in one hand and with a flick of his other, Adis conjured a cloud of daggers on the overwhelmed goblin.
Standard Action: Cloud of Daggers on Goblin; Attack 1d20+5=10 (http://invisiblecastle.com/roller/view/2646062/) vs Reflex; Miss; When the goblin starts its turn in the effected square, it takes 2 damage.
The Goblin snarls, flail swinging towards Graven and missing by a wide margin.
EDIT: Forgot to mention that the Goblin took 2 damage from the Cloud of Daggers effect.
Rah > Norian > Adis > Graven > Karan > Goblin
Rah looks around at the various corpses littering the floor.
"You think he'd maybe run away at this point"
Rah throws a punch.
monk unarmed strike
attack roll: http://invisiblecastle.com/roller/view/2650805/ (http://invisiblecastle.com/roller/view/2650805/)
attack = 1d20+5 = 23 vs AC
damage roll: http://invisiblecastle.com/roller/view/2650806/ (http://invisiblecastle.com/roller/view/2650806/)
damage = 1d8+2 = 10
chucking on stone flurry for extra 3+[strmod]=5 damage
"He just isn't going down..." Norian hurls another LoF at the goblin. "You WILL FALL!"
Standard:Lance Of Faith (1d20+4=18, 1d8+4=10) (http://invisiblecastle.com/roller/view/2658592/)
The hobgoblin appears surprised for a moment...and falls, blood flowing from his mouth.
No further sounds or enemies present themselves. The door to the North slipped closed behind the Goblins, and what lies behind it is still a mystery.
The Goblins have nothing of note on their bodies, and there's no further indication of where the blood smear that lead you into this room goes. Maybe they ate their own?
Another encounter down. Nearly level 2!
Total exp gain: 550exp, 110 each.
Adis : Damage Dealt: 34 Current Health: 21/21 Surges: 6/ 6 AP: 1
Graven : Damage Dealt: 25 Current Health: 25/35 Surges: 13/13 AP: 1
Karan : Damage Dealt: 21 Current Health: 16/26 Surges: 11/11 AP: 1
Norian : Damage Dealt: 22 Current Health: 23/23 Surges: 7/ 7 AP: 1
Rah : Damage Dealt: 73 Current Health: 16/26 Surges: 9/ 9 AP: 1
Graven thinks for a moment.
- "How about we go and check if anything changed in the room we fought in yesterday. If no, then we'll come back here, and continue through these doors, since goblins here seem more active than whatever might lie on the other side. If not then we'll consider the options then."
1 healing surge used for Graven
You cautiously walked down the hallway towards the entrance, and make your way back to the room where the Drakes ambushed you. The blue glow continues to light the room until Adis casts some Light on the situation.
Nothing seems to have moved, and the corpse of the Gnome is smelling rather more foul than it did before. There aren't even any marks from scavengers eating at the corpse, which seems a bit odd. Seeing him does remind Graven of the small iron key he got from the corpse just before your hasty retreat.
Graven is now at 33/35 Health. Anyone else wanting to spend a healing surge might want to say so before heading into another encounter. =)
"Odd, why were the other corpses moved and this one left to rot?" Adis murmured to himself. Patrolling the perimeter of the room, Adis checked the alcoves for any signs of the Drakes they encountered.
Active Search Check: 1d20+1=16 (http://invisiblecastle.com/roller/view/2663799/)
Adis finds absolutely nothing new. Nothing has been touched since you last left the room.
As a reminder, since Adis has a poor memory, you found a bunch of bones and a heap of tattered rags and not much else in the alcoves. They looked like they would be used to hold bodies, but they are unoccupied.
Unless anyone has anything else to do in this room, I'll assume you wander back to the room you had your last encounter in as suggested, and that you'll take one of the doors from that room.
For reference, here's your current map:
(http://dl.dropbox.com/u/7521020/rivenroar_current.jpg)
Beyond the door was a blackness the brazier in the room of dead goblins couldn't pierce. After a momentary pause for Adis to lighten the view, you're treated to a view of a bleak, long hallway. The walls are slightly smoothed, but the main feature is a jagged hole ten feet from the door. Someone did a little remodling it looks like.
After a moment, you notice something moving above the hole: two ropes dangle above it, connected to the ceiling. They seem newer than the rest of the hallway, and you feel certain that the goblins put these in place. Hopefully they knew what they were doing.
At the edge of Adis' light you notice the hallway has an opening to the left.
If you'd like to try to cross the pit, with or without the ropes, I'll need a d20 roll. Or Rah can use his super jumping powers.
I have updated the map with the extent of your current light radius.
'Well...'
Karan took a running start and jumped across the pit, landing heavily and gracelessly on the other side.
'...you live only once.'
Active athletics check with a running start:
1d20+2=12 (http://invisiblecastle.com/roller/view/2670988/)
Should be enough to jump the pit.
Not one to be out left behind, Adis quickly picked up his robes and prepared to jump.
"Wheee" he cried out in a low monotone voice. Almost mocking his own feeble attempt at jumping.
Active Athletics Check: Jump, Running Start; 1d20-1=10 (http://invisiblecastle.com/roller/view/2672026/)
Graven shook his head, backed a bit then ran and jumped through the gap, landing with a solid *thump* on the other side.
Athletics (Jump, Running start) (1d20+8=26) (http://invisiblecastle.com/roller/view/2672074/)
Norian is next. He gets a running start and leaps across the pit, managing to land with some amount of grace. "Well, that wasn't too bad." He says, dusting himself off.
Athletics Check (1d20=17) (http://invisiblecastle.com/roller/view/2672162/)
Rah awakes from his momentary nap with an abrupt yelp.
"Ooh sorry! Rah get sleepy sometimes!"
Rah looks at the pit. Then casually leaps over it.
Yeh so my interest began waning a long time ago on this game. The game, by objective standards, seems fine in itself; I just don't feel any kind of interest tugging at me towards it. It's just a personal thing on my part I imagine.
Nonetheless, I don't feel right about just ditching you guys midway in a 5-player game, so how should I proceed Tav? I can control Rah for enough time it takes for you to sort out a replacement or some such.
With all five of you on one side of the pit, Adis moves his light a bit further up the corridor. Realizing that it won't reach far enough, he lights a makeshift torch with one of his sticks. You're greeted to a doorway not far to your left. It looks as ordinary in a crypt as any of the rest of the doors. Further down the hallway another section of the flooring has collapsed. Ropes are in place over this one as well. The hallway turns sharply to the right at the end of your light.
There is still a dull silence besides the crackling of the torch. The light flashing off the flagstones is somewhat reassuring in these musty catacombs.
Map updated, check it out.
In regards to fwoop - I am willing to take over his character, or let one of you do so until a suitable replacement can be found.
If you're reading this and aren't a PC in the game, what are you waiting for? Get in! =P
"Hah. That was fun. Well now. Door or should we attempt to cross another pit? I vote door, just to see what's inside."
Well, that was quite a lull of activity. Oh well. Decision time, my friends.
Fwoop, if you could post char specs or a character sheet, another person might be interested to take over. I may be interested, myself.
The room that Karan views is providing light of it's own, though it takes her a moment to figure out what it's coming from. A bright yet faint shimmer in the air at first, upon taking a step into the room a picture resolves itself in the air in front of you. Had you entered from another direction you might have thought it simply a mural on the wall, but this picture is quite clearing standing about five feet from the wall, and generating light. It seems invisible from the rear, as well.
A quick glance at the picture it displays reveals a sinister looking castle in the middle of a swamp. The light from this glowing picture doesn't quite reach the end of the passage to the south.
(http://dl.dropbox.com/u/7521020/rivenroar_current.jpg)
Karan's westward trek continues past the floating picture, and to the door. Opening it, she is confronted by a black hallway. She can barely make out that it turns sharply right after a few feet.
(http://dl.dropbox.com/u/7521020/rivenroar_current.jpg)
In one fashion or another your group heads after Karan. One or two might want to stop her, the rest just don't want to be seperated in a crypt. Either way, you're all within a few feet of each other as Karan turns the corner to find...yet another corner. Thankfully this one leads into a room.
Your first impressions of this room are a bit marred by the skeletons in the alcoves lining the walls of the room. There's a faint smell of mold in the air, and it's really quite unpleasant, even for a crypt. As you're about to take a closer look around, the door leading to the north opens suddenly!
A few seconds pass, and nothing happens. Then - just as you're about to sheathe your rapidly drawn weapons - the floor in front of the door glows red, and suddenly the stones themselves shoot upwards in a blaze of light! This illusion is quickly shattered when you realize you're facing two magma claws that are very unhappy to be here, and even less happy to see you.
Encounter: Von Urstadt Crypt
One of the Magma Claws makes a sound not unlike rocks being split in two, and hurls itself towards the nearest warm body - Karan - slashing a deep gash into her flesh. The other spits a large chunk of molten lava which lands about her body, holding her fast.
Please remember that I posted about spending healing surges during your lengthy rest period...
Karan takes 7 damage (9 remain) and is immobilized (save ends). EDIT: Oh, right. She's bloodied too.
She also took 3 fire damage, and has ongoing 5 fire damage (save ends), but resists those.
Initiative:
Magma Claw (already moved)
Graven
Norian
Rah
Adis
Karan
(http://dl.dropbox.com/u/7521020/VU1.jpg)
- "Hostiles spotted. Initiating defensive actions." - Graven reacted first and immediatly circled and attacked the creature that hurt Karan.
Move: to I3
Standard: Weight of Earth at H2. Attack (1d20+6=20) (http://invisiblecastle.com/roller/view/2702408/) vs AC. Damage (2d6+8=16) (http://invisiblecastle.com/roller/view/2702409/) and the target is slowed until end of my next turn.
Free: Nature's Wrath
"Well well. This wasn't as bad as I thought it would be. Except for our good friend starting to bleed, but I can take care of that. Anyways, TO BATTLE!"
Norian does the usual. LoF followed by healing, except that the lance screams towards the Magma claw at a speed faster than usual, when it impacts, a small flash of light bursts out. Norian gets very excited and performs the prayer to heal Karan with relish. It shows as his god smiles upon him and and the healing light is a bit stronger than usual.
Standard:Attack H2:Lance Of Faith (Attack, Damage) (1d20+4=24, 1d8+4=10) (http://invisiblecastle.com/roller/view/2709508/)
C-C-C-C-CRITICAL!: Critical extra damage roll (1d6=1) (http://invisiblecastle.com/roller/view/2709522/)
So, 12+1 is 13. Not the best, but hey, a crit is a crit.
Minor: Healing word on Karan: Surge+4(Healer's Lore)+Healing Word bonus (1d6=5) (http://invisiblecastle.com/roller/view/2709535/)
At long last...
The role of Rah will be play by Tavana for the time being. If anyone wants to get in to the game, Rah will find a way to die or wander off.
Rah leaps forward to battle, but is caught off guard and misses badly.
Move to G2.
Badly missed attack roll.
Adis > Karan > Magma Claw
Adis reached out his hand in vain to stop Graven from aggravating them more, but was too slow. While you may be able to bribe mama beasts, that chance was most likely lost now. Sticking to the wall, Adis targeted the more distant of the magma beasts. The white beam struck the creature, erupting into a cloud of steam. Whether the attack had any effect could not be determined.
Move Action: Move to F5
Standard Action: Cast Ray of Frost on Magma Claw(K1); Attack 1d20+5=19 (http://invisiblecastle.com/roller/view/2754214/) vs Fortitude; Damage 1d6+6=11 (http://invisiblecastle.com/roller/view/2754215/)
Hissing in pain and surprise alike, as the molten rock clung to her armor- though it must be admitted that pain was somewhat weaker than she would expect, no doubt thanks to her demonic ancestry- Karan took a powerful swing at the creature that has just wounded her. However, the molten rock constrained her more than she expected, and the being proved to be out of reach. She tried to free herself from this binds, but again, failed horribly, only entangling herself further.
Avalanche strike at the lava claw, missed badly: 1d20+6=12 (http://invisiblecastle.com/roller/view/2754283/)
Karan gets -4 to all defences until the end of her next turn.
Save vs. ongoing damage: 1d20=12 (http://invisiblecastle.com/roller/view/2754287/)
Save vs. immobility: 1d20=1 (http://invisiblecastle.com/roller/view/2754290/)
The party rushes to battle, with not much out of the ordinary besides Karan looking totally awesome bursting free from hardening magma looking better than she did before she was encased in it.
Full of rage, the Magma Claws press on the attack, focusing on their rocky friend, Graven. A hot claw pierces Graven's armor, but thankfully he is able to dance away from the huge pile of magma the other creature spews at him.
Graven damages Magma Claw [H2] by 16. The creature is slowed as well.
Norian damages Magma Claw [H2] by 13.
Norian heals Karan for 16. Karan now has 25 HP.
Adis damages Magma Claw [K1] by 13.
Karan saves against ongoing damage and immobilized effect. (They're a joint effect, I counted your first roll.)
Magma Claw [H2] damages Graven by 10+3 fire damage, 20 remain.
Initiative:
Magma Claw (already moved)
Graven
???
Norian
Rah
Adis
Karan
Unfazed by the Magma Claw's attack, Graven makes another good swing at it.
Standard: Weight of Earth at H2. Attack (1d20+6=20) (http://invisiblecastle.com/roller/view/2755631/) vs AC. Damage (2d6+8=15) (http://invisiblecastle.com/roller/view/2755632/) and the target is slowed until end of my next turn.
Free: Nature's Wrath
Graven's hit makes the magma creature start to crumble apart. The smile that momentarily breaks out on his face is quickly wiped away by the crossbow bolt that lodges into his side, though. Apparently there were some Gnome Skulks hiding in the shadows!
The second one pops up right next to Adis, but his heavy warpick only manages to deliver a glancing blow.
Graven damages Magma Claw [H2] by 15. It remains slowed, and is now bloodied.
Gnome Skulk [L2] damages Graven by 7 (13 remain). Graven is now bloodied.
Gnome Skulk [G5] damages Adis by 5 (16 remain).
(http://dl.dropbox.com/u/7521020/VU2.jpg)
Rah is being replaced at the beginning of his turn. Expect a new character to take over his initiative. Deal with this however you like.
Malek has been pestering for a class change, and that will take effect this round as well since we're already screwing with believability.
Norian looks almost incredulous. "Gnomes...it just never stops, does it?" Norian sees the Injured Graven, and casts his Healing Word. It seems to be particularly effective. Emboldened, he decides to start working on the Gnome near Aden. Sadly, his throw is a bit off.
Minor:Healing Word on Graven. (Healing Surge+4+Healing Word Bonus (1d6=6) (http://invisiblecastle.com/roller/view/2756635/)
Standard: Lance Of Faith on G5 (1d20+4=11, 1d8+4=5) (http://invisiblecastle.com/roller/view/2756638/) Drat.
Around the moment the gnomes showed their faces, the halfling Rah was suddenly enveloped by a swirling cloud of darkness. Before he even had a chance to cry out, he was gone, and the cloud instead coalesced into a much taller form in place of the halfling, one gaunt and draped in speckled grey clothes. And
"Vhere now..." the figure began to say, before its attention was drawn to the Magma Claw right in front of him. "Oh. Hello."
Greetings done, the figure darted quickly to the side, some wisp of the shadow-cloud that had brought it here lingering behind and swirling around the Magma Claw. It soon proved to be far from harmless as the figure brought a strangely twisted greatsword to bear on the beast, and with it somehow managed to coax even your own shadows to strike at the Magma Claw.
Free: Assassin's Shroud on H2
Move: Shift to G1
Standard: Shadow Storm (http://invisiblecastle.com/roller/view/2758355/) on H2, triggering Shroud
Say hello to Inatai!
The appearance of a new entity in their midst sparked a reaction from Adis. Suddenly clutching his right eye, he fell to his knees, his figure hunched in pain. Adis quickly shuffled away from the Gnome; However the Gnome did not follow. Instead he seemed to be crying out in a pain of its own,swatting the air at some invisible foe. Slowly Adis stabilized himself against the wall, his body drenched in sweat.
Move Action: Shift to E5
Standard Action: Cast Winged Horde on Gnome Skulk(G5); Attack 1d20+5=25 (http://invisiblecastle.com/roller/view/2758465/) vs Will; C-C-Critical HIT!! 6 Psychic Damage, Creature cannot make Opportunity Attacks until the end of my next turn.
The sudden and rather unexpected appearance of a gith and equally weird disappearance of the smelly halfing did not bother Karan much- for now at least. She was completely concentrated at combat. Seeing the shadow-stricken magma claw crumble to ashes, she did not waste a second, but charged at the second one, slashing in a wide arc.
Charge at J1, Howling Strike on the Magma Claw.
To-hit: 1d20+7=22 (http://invisiblecastle.com/roller/view/2758477/)
Damage: 1d12+1d6+3=10 (http://invisiblecastle.com/roller/view/2758483/)
The remaining Magma Claw roars in anger at the death of its comrade, but fails to land a blow on Karan.
Norian heals Graven for 18 (31 remain).
Inatai appears, Rah is no more.
Inatai has damaged Magma Claw [H2] for 21.
Magma Claw [H2] dies.
Adis damages Gnome Skulk [G5] by 6.
Karan damages Magma Claw [K1] by 10.
Initiative:
Magma Claw (already moved)
Graven
Gnome Skulks
Norian
Inatai
Adis
Karan
(http://dl.dropbox.com/u/7521020/VU3.jpg)
- "You, newcomer - help the wizard!" - Graven didn't waste more time and moved away from smoldering corpse of the dead creature and to assist Karan. As he approached something clicked in warforged's mind and it reached out minds of his opponents making them focus on him. He struck a blow against the magma claw but distortions of air caused by creature's heat made him misjudge the range and miss. Cursing he swiftly struck another blow, this time against the gnome. Even as he did the attacks something in his mind worked, creating layers of invisible protection against the heat and assorted damage.
Move: To J3 then to K2
Minor: Battlemind's Demand (Augment 1). Magma Claw on K1 and Gnome Skulk on L2 are marked.
Standard: Iron Fist (Augment 1) at K1. Attack (1d20+7=13) (http://invisiblecastle.com/roller/view/2759252/) vs AC. Hit: Damage (1d10+4=8) (http://invisiblecastle.com/roller/view/2759253/). Effect: Until end of next turn I get fire resistance 7.
Action Point - Standard: Iron Fist at L2. Attack (1d20+7=18) (http://invisiblecastle.com/roller/view/2759254/) vs AC. Hit: Damage (1d10+4=7) (http://invisiblecastle.com/roller/view/2759255/). Effect: Until end of next turn I get resistance to all damage 2.
Power Points: 0/2
Graven's quick movements momentarily distract the crossbow weilding gnome, which switches to its warpick. Its attack only bounces off of Graven's armor.
Meanwhile the one closer to Adis is doing the opposite juggling attack, quickly pulling out an already loaded crossbow to land a bolt in Adis' side. Too bad Norian's out of Healing Word's, since Adis isn't looking too hot out there.
Graven damages Gnome Skulk [L2] by 7.
Gnome Skulk [G5] damages Adis by 8 (8 remain). Adis is now bloodied.
"Wha-Where...but...He...Rah...Oh forget it. To be honest, I was expecting SOMETHING to happen...but I thought it would be a while longer, and wouldn't involve someone disappearing. No time for any mourning though, I need to help Adis out, and fast!"
Norian fires off a Lance of Faith at the Gnome Skulk. It goes wide and bounces off a wall and then disappears.
"Pelor has decided to punish me...Oh, and, Hail and well met Mysterious person! I am Norian Uthadar, Cleric of Pelor. What, pray tell, is your name?"
Standard:Lance Of Faith (1d20+4=5, 1d8+4=8) (http://invisiblecastle.com/roller/view/2759518/) on the Gnome Skulk near Adis. Critcal Fail!
The stranger took a moment now to survey the surroundings and take stock of the situation. At Norian's words he tipped his head. "I am pleased to know that. This is, however, a poor time for introductions," he replied.
With that, he raised his sword, seemingly gathering surrounding shadows into a coating for the blade, before sending it in a trio of wicked-looking darts with a sweep of the blade. Not wanting to trust his fortune to that alone, he followed close after his own projectiles, summoning up a shadow to envelop the gnome before his own blade struck.
Standard: Shadow Darts (http://invisiblecastle.com/roller/view/2759654/) on G5 gnome.
Free: Assassin's Shroud on G5 gnome.
Move: Move to G4.
Action Point Standard: Shadow Storm (http://invisiblecastle.com/roller/view/2759655/) with 1 shroud on G5 gnome.
Still reeling from his episode, Adis did his best to regain the rest of his composure. The crossbow bolt sticking out of him did nothing to help the condition. Their new... ally? He seemed to be helping for now, nothing to look down on having dispatched the offending Gnome. Spotting another gnome in the distance, Adis righted himself. Holding his orb aloft he evoked another ray of frost, striking the creature in the chest. "Heh" Adis sighed.
Standard Action: Cast Ray of Frost on Gnome Skulk(L2); Attack 1d20+5=15 (http://invisiblecastle.com/roller/view/2759952/) vs Fortitude; Damage 1d6+4=9 (http://invisiblecastle.com/roller/view/2760543/) Cold damage; Target is slowed till the end of my next turn.
Inatai damage Gnome Skulk [G5] by 8, and then 25.
Gnome Skulk [G5] is slain.
Adis damages Gnome Skulk [L2] by 9. It is also slowed.
Feeling satisfied with the crunching sound the Magma Claw gave, when her blade bit into it, Karan follows with two further swings. First one bounced out of the creature's carapace, and second seemed likely to follow suit.
Standard: Devastating Strike on the Magma Claw, missed. 1d20+6=11 (http://invisiblecastle.com/roller/view/2760579/) Karan takes -2 to all defences until the end of her next turn.
ACTION POINT:
Devastating Strike on the Magma Claw.
To-hit: 1d20+6=15 (http://invisiblecastle.com/roller/view/2760580/)
Damage: 1d12+1d8+3=10 (http://invisiblecastle.com/roller/view/2760583/)
Karan misses. At least she tried her hardest.
On the upside, the cornered and angry Magma Claw misses badly as well. But the flames from its body seem to grow brighter for some reason.
Initiative:
Magma Claw (moved)
Graven
Gnome Skulk
Norian
Inatai
Adis
Karan
(http://dl.dropbox.com/u/7521020/VU4.jpg)
Warforged slipped into the corner between the gnome and the magma claw and swung at the later, but again misjudged the range.
Move: Shift to L1
Standard: Iron Fist at K1. Attack (1d20+9=14) (http://invisiblecastle.com/roller/view/2761231/) vs AC. Missed. Effect: Until end of next turn I get resistance to all damage 2.
Power Points: 0/2
The gurgling sounds coming from the gnome Inatai has just slain seem to spook the remaining one. Taking a final swing at Graven, it turns to flee.
Gnome Skulk damages Graven by 5 (2 resisted, 26 remain).
Gnome Skulk moves to [N3].
"Oh no you don't!" Norian cried out, and ran forward until he was in range, and quickly tossed two Lances of Faith in quick succession. Both are poised to hit, possibly keeping the guiding light alive long enough for two people to receive guidance in hitting the fleeing foe.
Move: To J3
Standard:Lance Of Faith (1d20+4=22, 1d8+4=7) (http://invisiblecastle.com/roller/view/2761245/) +2 Power Bonus to Inatai
ACTION POINT! Standard:Lance Of Faith (1d20+4=18, 1d8+4=7) (http://invisiblecastle.com/roller/view/2761252/)+2 Bonus to Karan.
"Know that you can hide, but you cannot run..." Inatai said, following after the fleeing gnome. He performed his standard trick, gathering shadows surrounding the gnome into a sort of shroud... but he had another trick up his sleeve. As he held his hand out, the shroud turned into a noose that immediately tightened around the gnome's neck. Pulling his hand back, Inatai seemed to yank on the cord that attached to the noose, pulling the choking gnome back a good few feet before the shadows dispersed.
Move: J4
Free: Assassin's Shroud on N3 gnome
Standard: Executioner's Noose (http://invisiblecastle.com/roller/view/2761266/) with invoked shroud on N3 gnome, pull to L3 if hit. Also slowed until end of my next turn if hit.
With the last gnome dead, Adis turned to the remaining Magma claw in the corner. Firing another Ray of Frost, he watched as the bolt harmlessly dissolved into the creature. What?
Standard Action: Cast Ray of Frost on Magma Claw; Attack 1d20+5=14 (http://invisiblecastle.com/roller/view/2761293/) vs Fortitude; Miss
Without a word, Karan brings her sword down yet again on the claw. Something, however, makes her miss- and not in the "bounces off the magma hide" or "creature dodges" way, but ordinarily landing her sword few inches to the monster side.
'What the..?' she bellows in anger.
MIIIIIS. Karan takes -2 to all defences.
Undisturbed by an enemy attacks, the Magma Claw flings itself at Graven, pressing him against the wall. The heat and it's claws aren't doing Graven any favors.
Magma Claw damages Graven by 5+1 fire damage (20 remain, 2 resistance counted for).
Graven swung another time at the magma claw - and yet again the blow mysteriously failed to reach it's target - "What is it with this beast!?"
Standard: Iron Fist at K1. Attack (1d20+9=15) (http://invisiblecastle.com/roller/view/2761347/) vs AC. Missed. Effect: Until end of next turn I get resistance to all damage 2.
Power Points: 0/2
Having assisted the Gith, Norian turns his attention towards the remaining Magma Claw.
He throws his stock weapon at it, and misses pretty badly.
"Hmm...Interesting creature. It's like it has some form of divine protection. But my studies didn't say anything about the god of Magma Claws...at any rate, we must treat this one with caution."
Norian decides to cautiously move closer.
Standard:Lance Of Faith (1d20+4=12, 1d8+4=9) (http://invisiblecastle.com/roller/view/2761348/) accursed thing!
Then: Move action:Move to J2
Inatai moved forward boldly, though he too could not land a telling blow on the Magma Claw.
Move: L2
Free: Shroud on 'Claw
Standard: Shadow Storm (http://invisiblecastle.com/roller/view/2761372/) + Shroud on 'Claw.
Since no one seemed to be able to reliably hit the creature, Adis knew what he had to do. Moving closer to the Magma Claw he conjured a cloud of daggers around the beast. Even if it dodged some, It would inevitably take damage.
Move Action: Move to J3
Standard Action: Cast Cloud of Daggers on Magma Claw; Attack 1d20+5=9 (http://invisiblecastle.com/roller/view/2761399/) vs Reflex; Miss;
~Zone: Any creature that starts its turn in or enters the targeted square takes my Wis Mod (+2) Force damage.
Furiously, Karan swings again- to her own surprise, she manages to hit this wretched thing finally.
Devastating Strike:
To-hit: 1d20+6=22 (http://invisiblecastle.com/roller/view/2761403/)
Damage: 1d12+1d8+3=14 (http://invisiblecastle.com/roller/view/2761411/)
Karan takes -2 to all defences until the end of her next turn.
Despite the peices of rock now cracking and crumbling away from the Magma Claw, it continues its onslaught against Graven, slashing fierce gashes in his 'flesh'. Also, the light cast by Adis' spell seems to get dimmer for a moment as the flames spouting from its body become even more intense. It almost looks like the creature is growing in size as well.
Karan damages Magma Claw by 14. It is bloodied.
Magma Claw damages Graven by 8 (12 remain, 2 resistance counted for). Graven is bloodied.
Now would be a good time to kill it...
Karan's blow seemingly broke the curse, as Graven's next blow found it's mark, and warforged seemed to rise a little bit to match the beast despite the wounds.
Standard: Iron Fist at K1. Attack (1d20+9=19) (http://invisiblecastle.com/roller/view/2762063/) vs AC. Hit: Damage (1d10+4=13) (http://invisiblecastle.com/roller/view/2762064/). Effect: Until end of next turn I get resistance to all damage 2.
Minor: Warforged Resolve. Graven gains 3 hp and 3 temp hp.
Power Points: 0/2
Norian looks to both sides. His team is injured, and he is out of healing prayers. He decides to use a skill they taught him in training that he thought would be useless. He readies his mace, and Swings it hard at the magma claw. Hopefully it connects, healing one of his team in the process, and even leaving a mark on the magma claw.
Standard:Healing Strike (1d20+1=20, (http://invisiblecastle.com/roller/view/2762588/)Healing Strike Damage (2d8+1=12) (http://invisiblecastle.com/roller/view/2762600/)(I forgot that it was 2d8 ^^") ANyways, Graven gets to spend a Surge, and the Magma claw is marked until the end of my next turn...if it hits.
Inatai struck out at the Magma Claw again, but still without much luck...
Standard combination: Shroud, Shadow Storm (http://invisiblecastle.com/roller/view/2762628/) + shroud damage on Magma Claw.
Finally it seemed the Magma Claw was taking damage. Completely surrounded, it was only a matter of time before it fell. Spotting an opening between the bodies of his companions, Adis attempted another Ray of Frost on the creature. But it was to no avail, the bolt harmlessly dissipated on the creature.
Standard Action: Cast Ray of Frost on Magma Claw1d20+5=10 (http://invisiblecastle.com/roller/view/2762648/) vs Fortitude; Miss
Karan swings again, hoping to finally bring the cursed creature down, and hits again.
Devastating Strike on the Claw
To-hit: 1d20+9=18 (http://invisiblecastle.com/roller/view/2762661/) vs AC
Damage: 1d12+1d8+3=15 (http://invisiblecastle.com/roller/view/2762664/)
As the creature gets more and more damaged by your attacks, it seems to glow even brighter. Blow after blow connects, and finally you're treated to it's death. Sadly, it's not conventional.
The rocks holding the creature together crumble and fall, while the white hot magma connecting them expands. You would expect to hear an enormous explosion or something, but all that comes to your ears is something like a small campfire crackling in the distance. Anyhow, this magma connect floor to ceiling, and expands even further outward. The heat isn't as searing as you expect, but it's still not pretty.
With a bit of an anticlimax, the magma rushes away to the floor and disappears. What's left behind is quite interesting, though. The doors to the north are now fused nearly shut. You might be able to break through if you had to. What's written upon them in glowing red letters is perhaps more interesting though. A flowing, slanted script. You can almost make out what it says...
Graven damages Magma Claw by 13.
Graven heals himself by 3, and 3 THP. (15[3] remain)
Norian damages Magma Claw by 12.
Norian heals Graven for 8. (23[3] remain)
Karan damages Magma Claw by 15.
Magma Claw is slain.
Magma Upheaval only affects Graven's THP due to resistance.
Magma Upheaval is resisted by Karan.
Magma Upheaval damages Inatai, Norian by 5.
600 Exp total, 120 Exp each.
Adis: HP: 8/21 Surges: 6/6 AP: 2 Damage dealt: 26
Graven: HP: 23/33 Surges: 10/13 AP: 1 Damage dealt: 51
Inatai: HP: 17/22 Surges: 7/7 AP: 0 Damage dealt: 67
Karan: HP: 25/31 Surges: 10/11 AP: 1 Damage dealt: 39
Norian: HP: 18/23 Surges: 7/7 AP: 1 Damage dealt: 39
"Well that was... unnecessarily difficult." Adis was breathing heavily. His eyes constantly ran back to their new companion. Something didn't sit right with him. Taking his mind off the subject, Adis focused on the curious writing on the door. I wonder what this is... he wondered. Cautiously he tried to decipher it, and only after he understood it's meaning... would he poke it.
Spent 2 Healing Surges; HP: 18/21 Surges: 4/6
The language the script is written in is hauntingly familiar, but still decipherable with a few moments of concentration. It's sure not Common, but it appears to say something like "Beware intruders. Our secrets are protected."
Ominous.
Seeing as nothing else has happened since the explosion of magma, it seems safe to take a real look around the room. There are two dead bodies, of course. And some ash where the Magma Claws broke apart. Besides the door, nothing else seems to have changed. Alcoves, check. Strange musky skeletons, check.
The descriptions I've given you are a basic check against passive perception, as always.
As a reminder:
(http://dl.dropbox.com/u/7521020/rivenroar_current.jpg)
- "Well before we continue there is something that needs explaining..." - Graven turned towards the githzerai who appeared moments ago - "Query: Who are you, what are you doing here, and what did you do to the halfling?"
1 surge spent, 31 hp, 9/13 surges, 2/2 pp
Karan panted for a few moments, gradually easing her breath. To her own very pleasant surprise, she was not even half as spent as she usually was after combat, and, better yet, despite the presence of spilled blood all around her, she was not on the verge of frenzying. Smiling, she propped her sword against the wall, and loosened the laces that held her armor in place. It was certain that discussion which way to go was going to take some time, so she figured that she could as well take some rest.
'I support Warforged in his question...' she said, approaching the newcomer and glancing at him warily. 'What by all Nine Circles of Hell are you? Seriously, I have never seen creature quite like you.'
Single surge spent, back to max HP, 9/11 surges.
The Githzerai took a few moments to clean his blade before answering. "So many questions. Know then, that my name is Inatai. I am of the People. You may know of us as the Githzerai," he explained patiently, putting away his weapon. "The fate of the halfling you speak of is not known to me, however. Though I did feel some displacement upon my arrival - it is possible your halfling may have been standing too close and was shunted to the Shadowfell as a result. A regrettable accident. Does that satisfy your curiosity?" he asked, in a calm, level voice.
Spending one healing surge, full HP.
- "Bash, push or pull - whichever works. You seem to be a bit stronger, so I'll try assisting
Aid Another (Str) (1d20+3=7) (http://invisiblecastle.com/roller/view/2763512/) - fucks, seems I applied -1 to G's str test, :(
'As you wish' murmured Karan, grabbing her blade and smashing it with full force onto the stone door.
1d20=18, 1d20=2 (http://invisiblecastle.com/roller/view/2763515/)
The corridor ended in a sharp left, and some marbled step leading downwards. They were badly worn, and your group waited for Adis to come up and shed some light on the situation. The room beyond was spare, and very utilitarian. To be exact, it was a jail or sorts.
A cautious advance down the stairs reveals a definite lack of anything in the room besides some crumpled skeletons. Once you reach the landing though, a voice reaches your ears.
"Ah, at last. Some friendly faces. Or at least a change of scenery if you're working for these goblins."
The voice is coming from the jail cell on the right, which contains a few skeletons and a well built - if somewhat aged - man. His face is bruised in many places, but his posture is still good. A quick glance at his clothes and build indicates that he's from the local area at the least. He looks at your band questioningly, perhaps to see your intentions.
(http://dl.dropbox.com/u/7521020/rivenroar_current.jpg)
- "I remember then name Karan." - Graven replied - "A key and a gnome you say? Well I found one on a gnome few rooms ago, and if that one doesn't fit perhaps gnomes we killed just outside of this place have another. I think that with all the commotion due to new appearance we forgot to check them."
Yadda, yadda, trying the kay on the cell if not then going back to previous room to loot the bodies.
Graven pulled the small iron key that he recovered, but it clearly was too small for the cell doors. Leaving the sunrod behind to keep Sertanian out of the dark at least, your group make their way back to search the bodies of the gnomes. It took less than a minute to find the key attached to a chain on the gnome closest to the door, but stooping down to check their corpses did have another nice side effect.
A glint in an alcove caught Inatai's eye as he turned over the body of the first gnome to die in the earlier fight. Deep within one of the recesses of the alcove appeared to be a large piece of metal...
A quick examination reveals that this corpse was buried with an extremely sharp fullblade with a small white gem set in the hilt. Scanning the other alcoves reveals that the gnomes must have stashed some potions with a parcel of gold left behind with the departed.
You find a Magic Fullblade, but are as of yet unable to tell its properties.
You also find 2x Potion of healing, and sack with 100 gold.
Whether you take them is up to you.
While the weapon rested in Karan's hands, she felt a desire to right wrongs...in a violent fashion. Shortly, she knew exactly what she was holding.
I hope someone's in need of a Vengeful Fullblade +1, since that's what you've got.
Walking around the corner, you're greeted to a flight of steps. There's still no light source besides Karan's sunrod and Adis' spell, so you proceed with a bit of caution. At the top of the stairs, things get interesting. The landing you walk out onto appears a bit dirty...sticky in fact. Oh, wait, those are spiderwebs. In front of you, a lump of dirt rises up and presents itself to be an ettercap. With a squint you notice two more. Shouting Sertanian to watch the stairs, you press forward.
Encounter: Spiderweb Landing
The ettercaps could hear and see you coming, so they get a bit of a drop on you. The two closest lurch forward and strike. Karan's armor absorbs a blow, but Graven finds a hefty chuck bitten into him by a greataxe.
You try your best not to look at their faces, as a mass of pincers and feelers seem to twitch angrily at you.
Ettercap Fang Guard [J4] damaged Graven by 7 (24 remain).
Initiative:
Ettercap Fang Guards (moved)
Inatai
Ettercap Webspinner
Graven
Adis
Karan
Norian
Features:
See those webs? They're hard to walk through. Not only difficult terrain, but better! Walking into one and you'll need to succeed on a DC 10 Athletics or Acrobatics check or you're immobilized until you perform a successful Escape action.
Also, each web square provides concealment.
(http://dl.dropbox.com/u/7521020/Rivenroar/SL1.jpg)
"Ah. Glorious. A nest of traps and trickery," Inatai commented as he drew his sword and stepped forward. "Mind the snares... no telling what else lurks around here," he warned, as he called up the shadows of surrounding creatures to strike out against one of the Ettercaps, though it looks like the blade only sliced some webbing instead...
Move: move to H5
Free: Shroud on H1 Webspinner
Standard: Shadow Storm (http://invisiblecastle.com/roller/view/2765069/) on I4 Fang Guard.
The Webspinner shoots off a bursting sack of sticky goo, which explodes all over Karan, Inatai, Norian, and one of the Fang Guards. Inatai and Karan gets stuck in the goo, but Norian and the Guard escape its effects.
It scuttles away after firing a websack at Graven, which Graven narrowly evades.
Inatai is immobilized (save ends).
Karan is immobilized (save ends).
(http://dl.dropbox.com/u/7521020/Rivenroar/SL2.jpg)
- "Threat assessment - high. - rune on Graven's head flared as he brought down his blade on the head of ettercap before him, and then again as the creature was reeling from the first blow. As his body delivered the punishment, his mind worked in unison with it - using the psionic energies to mend the wound, put down layers of protection and finally grasp the minds of the creatures before him and making them acknowledge the warforged as a threat.
Standard: Aspect of Elevated Harmony at J4. Attack (1d20+7=22) (http://invisiblecastle.com/roller/view/2765779/) vs AC. Hit: Damage (2d10+4=22) (http://invisiblecastle.com/roller/view/2765780/). Miss: Half damage. Effect: I can spend a healing surge [Back to 32 hp]. I then assume the aspect of elevated harmony until the end of the encounter. While in this aspect, I can use the following augmentation with my battlemind at-will attack powers that are augmentable. This augmentation is in addition to the effects that an at-will power might have; this augmentation doesn’t supersede them.
Augment 1
Effect: You gain temporary hit points equal to 5 + your Wisdom modifier. In addition, choose a single creature hit by the at-will attack. That creature takes extra damage equal to your Wisdom modifier.
Action Point - Standard: Iron Fist at J4 (Augment 1, Aspect of Elevated Harmony). Attack (1d20+7=26) (http://http//invisiblecastle.com/roller/view/2765781/) vs AC. Hit: Damage (1d10+4=14) (http://invisiblecastle.com/roller/view/2765782/) + 2 (Wis) = 16. Effect: I gain resistance 2 to all damage until end of my next turn as well as 7 temporary hit points.
Minor: Battlemind's Demand (Augment 1) - I'm marking I4 and J4.
Power Points: 0/2
"Be careful. These Ettercaps are known to keep 'pets' "
Taking caution to avoid getting caught in any webs, Adis began a new incantation. "Mind the skies, beware what flies. Tear the skin, slice them thin. Trust not your eyes which fail to see, the difference 'tween fiction and reality"
The Ettercaps' attention began diverting to an unknown assailant, but it did not seem to hinder their focus on the party in any serious way.
Standard Action: Cast Winged Horde on [H-J][2-4]; Attack (I4)1d20+5=14 (http://invisiblecastle.com/roller/view/2765800/), (J4)1d20+5=15 (http://invisiblecastle.com/roller/view/2765802/) vs Will; Damage 1d6=4 (http://invisiblecastle.com/roller/view/2765805/) Psychic damage, I doubt I hit either of them.; If hit, target cannot perform opportunity actions until the end of my next turn.
Karan knew a far simpler solution to all of her problems. Wrestling her hands free from the web in which they were entangled, she shrieked and struck down with all of her might at the creature in front of her, whipping herself into battle rage. Without a moment of delay, she follows with yet another blow, only slightly lighter than the previous one.
Standard:
Bloodhunt Rage at I4
To-hit: 1d20+7=20 (http://invisiblecastle.com/roller/view/2765906/)
Damage: 3d12+4=26 (http://invisiblecastle.com/roller/view/2765908/)
Miss: half damage.
Karan enters the bloodhunt rage. As long as she is raging and either she or her target is bloodied, she gains bonus to melee damage equal to her constitution modifier.
ACTION POINT:
Devastating Strike at I4
To-hit: 1d20+7=22 (http://invisiblecastle.com/roller/view/2765912/)
Damage: 1d12+1d8+4=10 (http://invisiblecastle.com/roller/view/2765913/)
Since Karan is raging, she does not get the penalty to defences.
Saving throw: 1d20=16 (http://invisiblecastle.com/roller/view/2765914/)
Norian tries something a little differnt than his standard starter, and attempts to burn an Ettercap with some Sacred Flame. Sadly, Norian's aim is off, and the creature dodges the light from above. He looks at the web afterwards, and wonders if trying to burn it off would be a good idea. he decides to take a closer look at it
Standard:Sacred flame (1d20+4=8, 1d6+4=6) (http://invisiblecastle.com/roller/view/2767844/) I'm not going to be moving too much i'd think, and what is looking at the web, trying to determine it's flammability? Minor? Standard? No action? free action? i'm not sure...
Graven does some spectacular spider bashing, and you can sure tell the Ettercaps aren't happy about it. Can a spider-man-thing squeal in pain? Hard to tell, but they sure can gurgle up blood!
Karan goes all rage-y to try to top him, but misses the Ettercap with her first attack due to dense webbing.
In retaliation, one of the Ettercaps binds Graven with webbing before sneaking away. The bloodier one attacks with his Greataxe before sneaking away, but Graven's amazing (temporary) fortitude absorbs most of the blow.
For the record Madtrixr, that would be a perception check which would be a minor action. I've rolled for you, and you'll find the results in a message.
One more reminder, since a lot of you are standing on webbing: You do not need to roll anything to leave a webbing square. Only upon entering one.
Graven damages Ettercap Fang Guard [J4] by 38. It is bloodied.
Graven heals himself for 8 + 7 THP (32(7) remain).
Adis damages Ettercap Fang Guard [J4] by 4.
Karan damages Ettercap Fang Guard [I4] by 10.
Karan is no longer immobilized.
Graven is immobilized (save ends).
Ettercap Fang Guard [J4] damages Graven by 8 (31 remain, 2 resistance noted).
Initiative reminder:
Ettercap Fang Guards (moved)
Inatai
Ettercap Webspinner
Graven
Adis
Karan
Norian
(http://dl.dropbox.com/u/7521020/Rivenroar/SL3.jpg)
"Hm. Bothersome," Inatai remarked as the webs made it difficult to move... or at least to walk. He could still swing his blade, and there were other ways to get around...
The Gith pulled in the surrounding shadows, drawing most heavily on Karan's, enveloping himself in a shroud before disappearing from sight entirely... only to reappear from one of the ettercaps' shadows instead. With a cold smile, he turned to the webspinner, blade in hand as the shadows drew closer still around it.
"Hello. Please wait while I eviscerate you," he said politely before lashing out at the spider-thing, the surrounding shadows adding their weight to the blows.
Move: Shadow Step to K2
Free: Assassin's Shroud on J1 Webspinner (up to 2 shrouds)
Standard: Shadow Storm (http://invisiblecastle.com/roller/view/2768888/) on J1 Webspinner, activating shrouds.
Unfazed by the quick appearance of...whatever Inatai is, the Ettercap scuttled back onto the webbing before shooting off a net at the main threat - Graven. It then used a rather long spear to poke at Inatai from afar, with deadly results.
Inatai damages Ettercap Webspinner [J1] by 22.
Inatai is no longer immobilized.
Graven is immobilized and restrained (seperate saving throws).
Ettercap Webspinner damages Inatai by 10 (12 remain).
(http://dl.dropbox.com/u/7521020/Rivenroar/SL4.jpg)
- "So that's how he does it? Interesting." - Graven pondered on abilities of their new companion while managing to free his arms again - but not legs.
Saving throws (Order: Restrain, Immobilize) (1d20=12, 1d20=8) (http://invisiblecastle.com/roller/view/2768950/)
Again Adis repeated his new whimsical incantation. Focusing his swarm of invisible assailants between the Ettercaps, he was rewarded by the sight of the two front ones fidgeting in vain. However the farthest one was so tangled in webs, it's mind did not perceive the threat.
Standard Action: Cast Winged Horde [I-K][1-3]; Attack (I1)1d20+5=11 (http://invisiblecastle.com/roller/view/2769037/), (I3)1d20+5=17 (http://invisiblecastle.com/roller/view/2769040/), (K3)1d20+5=22 (http://invisiblecastle.com/roller/view/2769042/) vs Will; Damage 1d6=3 (http://invisiblecastle.com/roller/view/2769045/); On Hit: Target cannot take opportunity action until the end of my next turn.
'I'm going for the big one!' shouted Karan and rushed forward, effortlessly tearing the webs that stood in her way. As soon as she was in range, she swung her sword, only to find out that the blade entangled itself (along with her hand) in the web.
Move: to J2
Athletics checks: 1d20+4=22, 1d20+4=22 (http://invisiblecastle.com/roller/view/2771325/)
Standard action: badly whiffed Avalanche Strike (11). Karan takes -4 to all defences until the end of her next turn.
"Hmm...Well, This web is going to get annoying. Only one thing left to do!" Norian pulled out his flint and steel, and struck them untill a spark started and landed on the web, setting it aflame. "Clear off the webbing everyone! I'll try to make it easier to move around!"
Norian moved off the now-burning webbing, and made sure he had a clear shot at the bloodied ettercap. He suddenly felt a huge surge of energy, as if Pelor randomly looked down, and decided to assist one of his acolytes in a somewhat more direct way. Using this energy, Norian felt a boost of confidence and shoted in a clear voice: "This hand of mine is burning red! Burning with power! FEEL THE WRATH OF THE SUN!" All of a sudden, holy light surrounded Norian. He pointed at the unfortunate ettercap and shouted with all his might: "FINGER OF PELOR!" When his holy bolt departed, it was as if the sun were in the room, it was so bright. It collided with the ettercap at an astonishing speed, with a loud bang and a flash.
After he took his shot, without even pausing to see if he killed his target, Norian decided to watch the ceiling in case something was lurking in wait for them. It would be somewhat hard to tell, but he was going to try.
Minor: Use my flint and steel to set fire to I6
Move:K6
Standard: The Finger Of Pelor (1d20+4=24, 1d8+4=8) (http://invisiblecastle.com/roller/view/2772573/) What a way to christen the new name for Lance of Faith! Auto hit, Max damage! so...12 damage. if it's still alive, +2 to...Inatai.
Free: Look up at the ceiling to see if there's any enemies. Using my passive perception, which is...14. Let us hope it is enough.
While the party does continue its damage spree against the spider people, Norian starts a small fire. The webs smoulder slightly, but show no sign of spreading quickly. One of the ettercaps falls to your barrage, but it only appears to piss the remaining ones off, as one of them rushes forward with a loud clicking noise. The greataxe seems to leave quick a mark on Graven.
Graven is no longer restrained.
Adis damages Ettercap Fang Guard [I3] and [K3] by 3.
Norian damages Ettercap Fang Guard [K3] by 12. It dies.
Ettercap Fang Guard [I4] damages Graven by 16 (15 remain). Graven is now bloodied.
Initiative:
Ettercap Fang Guard
Inatai
Ettercap Webspinner
Graven
Adis
Karan
Norian
(http://dl.dropbox.com/u/7521020/Rivenroar/SL5.jpg)
Inatai once more called upon the shadows to transport him elsewhere, appearing behind the web-slinging ettercap and bringing his sword down on it, though it was hard to aim properly with all the webs in the way...
Move: Shadow Step to H2
Free: Assassin's Shroud in I1 Webspinner
Standard: Shadow Storm (http://invisiblecastle.com/roller/view/2772713/) + Shroud on I1 Webspinner
Inatai's blow rattles off the hard carapace of the Ettercap, leaving a small dent but no solid damage. In retaliation, the ettercap slips closer to Inatai, slamming its longspear down into his body. As a parting shot, it throws a quickly spun net of webbing onto Karan.
Ettercap webspinner [H1] damages Inatai by 11 (1 remains).
Karan is restrained (save ends).
(http://dl.dropbox.com/u/7521020/Rivenroar/SL6.jpg)
- "Cleric, I'd much prefer if you'd focus on healing rather than trying to torch all of us." - Graven's swing went wide, but at least he managed to free his legs finally.
Standard: Iron Fist at I4. Attack (1d20+7=13) (http://invisiblecastle.com/roller/view/2774130/) vs AC. Miss. Effect: I gain resistance 2 to all damage until end of my next turn as well as 7 temporary hit points.
Minor: Warforged Resolve - gain 3 hp and 3 temp hp.
Saving Throw (Immobilized) (1d20=15) (http://invisiblecastle.com/roller/view/2774133/)
Power Points: 0/2
Adis quickly jumped away from the burning webs. "Watch it! Graven is right, I would like to avoid burning to death."
Turning to the nearest Ettercap, he evoked another ray of Frost. Striking the creature in the arm, it froze several of the nearby webs as well restricting it's movement.
Move Action: Move to K5
Standard Action: Cast Ray of Frost on Ettercap(I4); Attack 1d20+5=23 (http://invisiblecastle.com/roller/view/2774584/) vs Fortitude; Damage 1d6+5=10 (http://invisiblecastle.com/roller/view/2774587/); Target is slowed until the end of my next turn.
Furiously, Karan burst out of the webs that restrained her.
Save: 1d20=18 (http://invisiblecastle.com/roller/view/2774608/)
"Calm down, both of you." Norian replied, going into is explaining tone. "Listen, I'd rather not have to deal with the webs later, so I'm burning them now. If we need to run for whatever reason, having to go through the room as-is would be disasterous. Besides, they annoy me greatly, and I want them out of the way." Norian suddenly notes that his team is in need of healing "Oh Pelor alive! This day just keeps getting better and better." He moves next to Graven and first heals Inatai, then attempts to "repair" Graven as best as he can. He does a good job, and the Warforged looks in good shape.
Move: To K5
Minor: Healing Word (Surge+ Wis(4) + 1d6) (1d6=4) (http://invisiblecastle.com/roller/view/2776822/) on Inatai
Standard: Heal check (allow graven to spend a surge) (1d20+9=29) (http://invisiblecastle.com/roller/view/2776827/)
Having killed one of the ettercaps, the party gets itself into a much better position to strike against those remaining, only to have their best laid plans get slightly turned aside by a massive critical hit from an ettercap greataxe. Graven, recently healed, finds himself in quite a world of pain.
To add insult to injury, the fire that Norian lit seems to have burned through the webs that he set it on, and having gotten started properly it starts to spread to all the surrounding webs. Things appear to be heating up...
Graven healed himself for 3 + 3 THP, Norian added a surge in there as well. (26[3] remain)
Graven is no longer immobilized or bloodied.
Adis damages Ettercap Fang Guard [I4] by 10.
Ettercap Fang Guard [I4] is slowed.
Karan is no longer restrained.
Norian heals Inatai by 13 (14 remain).
Inatai is no longer bloodied.
Graven is critically hit for 20 damage (9 remain, 2 damage resistance included).
Graven is bloodied again.
(http://dl.dropbox.com/u/7521020/Rivenroar/SL7.jpg)
"One at a time, please," Inatai muttered, looking over his shoulder at the other approaching ettercap. Rather than try to dodge blows from both of them (an art he had not, quite frankly, mastered yet) he chose to withdraw to a safer position. But first things first...
The Gith gathered the surrounding shadows around himself and sent a portion of those to lash out at the webspinner. His own blade followed soon after, but regardless of the blow hitting or not, Inatai soon appeared from the shadows behind Karan, temporarily out of reach for the spider-monsters.
Free: Assassin's Shroud on H1 Webspinner
Standard: Shadow Storm (http://invisiblecastle.com/roller/view/2777312/) + Shroud on H1 Webspinner.
Move: Shadow Step to K2.
The Gith's attack firmly dents the ettercap's armor once more, but again there is no real damage done.
Left with a moment to breath on its own, the Ettercap that's a bit more heavily encrusted in webbing spits up another ball of webbing, which explodes over the entire eastern side of the room. Adis is the only one able to avoid getting stuck in the mire of webs. One of the fires does smoulder out due to the explosion of webs, thankfully.
After scuttling away from the party, the ettercap decides to fix Adis' ability to move with yet another spot of webbing.
Karan, Inatai, Graven and Norian are immobilized (save ends).
Adis is restrained (save ends).
(http://dl.dropbox.com/u/7521020/Rivenroar/SL8.jpg)
Graven took out a vial of potion and poured it over his damage. Then, as his body mended, he sighed and tugged at the web holding him, removing it. Finally the construct remained on watch for enemies coming close.
Minor Action: Use healing potion (+10 hp)
Standard Action: Readied Action - Iron Fist at first enemy that moves into range. Attack (1d20+7=20) (http://invisiblecastle.com/roller/view/2777353/) vs AC. Hit: Damage (1d10+4=12) (http://invisiblecastle.com/roller/view/2777354/). Effect: I gain resistance 2 to all damage until end of my next turn as well as 7 temporary hit points.
Saved vs immobilize on irc.
With nowhere left to dodge, Adis struggled to remove the webs stuck to his robes. Unfortunately the more he struggled the more he got tangled up.
Skill check(Athletics): 1d20 (http://invisiblecastle.com/roller/view/2777409/)-1=6
The very moment she freed herself of the webs, the ettercaps spat his weave again. Karan recoiled, but did not manage to dodge, once again becoming restrained by the spider's silk. Only for a brief moment, though. Seconds later, she once again burst out of the webs.
ST: 1d20=20 (http://invisiblecastle.com/roller/view/2777419/)
Norian fires off a FoP, and then attempts to free himself from the web. He succeeds. He has stayed silent, because he is deep in thought about something, very deep. What that something is will probably be explored later.
Standard:Finger Of Pelor (1d20+4=19, 1d8+4=5) (http://invisiblecastle.com/roller/view/2785693/) At H3
Saving Throw: Saving Throw against immobilization (1d20+1=18) (http://invisiblecastle.com/roller/view/2785696/)
Fixed the url tag :P - Malek
Most of the party is able to pull their way free from the webs, and Norian even manages to make the ettercap squeal (grunt? hiss? it's hard to tell) in pain as the fire laps along the webs spreading outwards.
Graven's sword slashes down hard against the ettercap that steps near him, but his swing gets tangled in the mass of webs. On the plus side, the ettercap is no more successful at hurting the warforged.
Graven is healed by 10 (19 remain).
Graven is no longer immobilized or bloodied.
Ettercap Fang Guard [H3] is no longer slowed.
Karan is no longer immobilized.
Norian damages Ettercap Fang Guard [H3] by 5. It's bloodied.
Norian is no longer immobilized.
Initiative:
Ettercap Fang Guard
Inatai
Ettercap Webspinner
Graven
Adis
Karan
Norian
(http://dl.dropbox.com/u/7521020/Rivenroar/SL9.jpg)
"These webs are becoming bothersome," Inatai remarked as he once more journeyed through the shadows, appearing behind the nearby Ettercap to strike it a blow while the Warforged distracted it.
Move: Shadow Step to H2
Free: Assassin's Shroud at I3 Ettercap
Standard: Shadow Storm (http://invisiblecastle.com/roller/view/2786414/) with active Shroud on I3 Ettercap
Inatai's attacks gain tremendous amounts of power due to all the shadows on these creatures, but they still don't manage to find their mark.
The ettercap in the rear makes a small movement and a bulge of webbing slaps against Inatai's face, constricting his movement once more. With what sounds like an angry gurgle, the creature speeds forward and slaps his side against the Gith. It's only as the spidery creature pulls away that you can see the stinger.
Inatai is no longer immobilized.
Inatai is restrained (save ends).
Ettercap Webspinner [G3] damages Inatai by 9 (5 remain). Inatai is bloodied.
Inatai has 5 poison ongoing damage (save ends).
(http://dl.dropbox.com/u/7521020/Rivenroar/SL10.jpg)
Seeing the monster before him is distracted, warforged too a good, solid swing at it, before moving away from between burning webs.
Standard Action: Iron Fist at first enemy that moves into range. Attack (1d20+9=28) (http://invisiblecastle.com/roller/view/2786819/) vs AC. Hit: Damage (1d10+4=11) (http://invisiblecastle.com/roller/view/2786821/). Effect: I gain resistance 2 to all damage until end of my next turn.
Move Action: Shift to I5
After a few moments of struggling, Adis managed to get at least his arms free. Focusing on the space between the remaining Ettercaps, he evoked another swarm of invisible attackers to distract them. The Ettercaps however did not seem to be phased by the illusion. With nothing more to do, Adis tried to desperately free himself before the fire reached him, but it was to no avail.
Standard Action: Winged Horde; Attack (G3)(I3); Miss
Saving Throw: 1d20=8 (http://invisiblecastle.com/roller/view/2787131/)
Finally free from bothersome webs, Karan moved through silk to between the ettercaps. Despite raging, she was surprisingly calm and quite, unlike her- doubtlessly, it was due to the fact she was not even scratched yet. Once there, she swung at the already bleeding (thankfully, the smell of burnt webs overwhelmed the dreaded stench of blood that had the unfortunate quality of enraging her) creature. To her own surprise, the weapon did not become entangled in webs again, and struck hard against the creature's carapace, cracking it, finally killing it for good.
Move: to H3 (Athletics rolls: 1d20+4=17, 1d20+4=22 (http://invisiblecastle.com/roller/view/2787942/))
Standard: Devastating Strike on I3.
Rolls: 1d20+8=24, 1d12+1d8+4=17 (http://invisiblecastle.com/roller/view/2787944/)
Hit, killed. Karan gets 3 THP.
"And that, Inatai, is why I have set them on fire." Norian commented. He didn't have a fear of spiders or anything like his brother seemed to with zombies, but he too had found the webbing annoying, and in a fit of tactical uncertainty, had decided to burn it. It was a hard decision to make,but he made it, and would stand brave in the face of the fire he had made...so as to not show regret at a possible tactical blunder of which may take down some of his comrades.
Norian sees a etter go down, and knows that the battle is almost over, so he better get on helping with what he can, having expended his healing for now. So he brings a Finger of Pelor down on the last ettercap.Sadly, he missed
Standard:Finger Of Pelor (1d20+4=9, 1d8+4=7) (http://invisiblecastle.com/roller/view/2795314/) D'oh
Karan adds another tally to her kill list, and the fires spread a bit further along the webbing.
While struggling in the webbing the form of your new companion drops suddenly to the ground. His body shakes violently from the poison in his veins.
The remaining ettercap cries out at the death of its comrades and lobs a bundle of webbing at Graven, holding him fast (yet again). Rushing forward and away from the burning webbing it plunges its stinger into the Warforged, who appears to resist the creature's poison.
Graven takes 4 fire damage (15 remain, 2 resistance accounted for). Graven is now bloodied.
Karan damages Ettercap Fang Guard [I3] by 17. It dies.
Karan gains 3 THP (31[3] remain).
Inatai takes 5 poison damage (0 remain).
Inatai's list of effects is now: unconscious, prone, restrained (save ends), and 5 poison ongoing damage (save ends).
Ettercap Webspinner takes 6 fire damage.
Graven is restrained (save ends).
Ettercap Webspinner damages Graven by 3 (12 remain, 2 resistance accounted for).
Initiative:
Inatai (unconscious)
Ettercap Webspinner (moved)
Graven
Adis
Karan
Norian
(http://dl.dropbox.com/u/7521020/Rivenroar/SL11.jpg)
Fire... fire is not good. With a slight panic Adis did the only logical thing, try to put it out. His body was still restrained leaving him with only one option. Chanting as fast as he could Adis cast a Ray of Frost at the webbing while trying to rip himself out one last time.
Saving Throw: 1d20=5 (http://invisiblecastle.com/roller/view/2798097/)
'Crap' uttered Karan, seeing Inatai. Quickly, she moved towards him, hoping to find a way to help him. Thankfully, she spotted a potion on his belt before. Without much consideration, she took it and poured it into assassin's mouth, praying that he does not choke on it.
Move: to I2
Minor: picking up potion from Inatai.
Minor: making Inatai drink it.
Acrobatics roll for not getting stuck: 1d20+4=20 (http://invisiblecastle.com/roller/view/2798165/)
"Listen, Adis, I know fire is scary, but sometimes, you just gotta stand in it." Norian said, practicing what he preached. He didn't even attempt to move. He just gave the ettercap another Finger of Pelor, not even blinking. He didn't have time to worry about the fire.
He had to end the battle quick so they could get Inatai away, and maybe take a rest to get him feeling better. Graven wasn't looking so good either. We're cutting it close...aaannd of course I miss. Wonderful.
Standard:Finger of Pelor (1d20+4=5, 1d8+4=5) (http://invisiblecastle.com/roller/view/2800227/)
*facepalm* Critical Fail. Great.
Inatai picked himself up off the ground, looking a bit worse for wear. Unable to get rid of the webs restricting his movement or shake off the effects of the poison, he resigned himself to staying away from the battle for the time being.
Stand up, Second Wind. Both saves botched, so not going anywhere.
Also placing a Shroud on the Ettercap.
The fire burns through the party and further towards the walls. Funny what a little tinderbox can do...
The remaining Ettercap steps away from Graven, spitting a blob of webbing at him. The warforged has had enough of not being able to move though, and breaks the fragile webbing quickly. Sadly, this movement gives the spidery-thingy an opening for it's longspear to pierce.
Adis takes 6 fire damage (12 remain).
With Karan's assistance, Inatai heals for 10 (10 remain). Inatai is no longer unconcious, and is bloodied.
Norian takes 2 fire damage (16 remain).
Adis is no longer restrained.
Inatai is no longer prone.
Inatai takes 5 poison damage and heals for 5 (10 remain).
Graven takes 6 damage (6 remain, 2 resistance accounted for).
Initiative:
Graven
Adis
Karan
Norian
Inatai
Ettercap Webspinner
(http://dl.dropbox.com/u/7521020/Rivenroar/SL12.jpg)
- "Just die already!" - warforged shouted, finally managing to get a hit on the ettercap... along with his attention.
Move Action: Shift to H6
Standard Action: Iron Fist at G5. Attack (1d20+7=19) (http://invisiblecastle.com/roller/view/2800267/) vs AC. Hit: Damage (1d10+4=12) (http://invisiblecastle.com/roller/view/2800268/). Effect: I gain resistance 2 to all damage until end of my next turn.
Minor Action: Battlemind's Demand on G5
Patting out the fire from his robe Adis reassessed the field. Most of the webs are gone, only one Ettercap left... I need something that wont miss. Taking a deep breath Adis began a new incantation.
"Blood of winter, fill his soul. Share with him the realm of eternal white..."
Adis waited for something to happen... nothing did.
Standard Action: Conduit of Ice on G5; Attack 1d20+5=10 (http://invisiblecastle.com/roller/view/2801295/) vs Reflex; Miss
Action Point: Freezing Cloud on F5 - Area Burst 2; Attack 1d20+5=14 (http://invisiblecastle.com/roller/view/2801297/) vs Fortitude; Miss; Creates a zone. Any creature that enters or starts its turn in the cloud is subject to another attack; Lasts until the end of my next turn.
The blade in Karan's hands stirred, as if it sensed the damage inflicted upon Graven. As soon as Inatai was healed, the tiefling carefully lunged towards webspinner. It was not a blind charge, however, she was calm enough to resist the urge to avoid such folly.
Slowly, she circled the beast, until she was positioned so that the creature was flanked by Graven. And then, she struck.
Free action: activating Vengeful Blade. +2 to-hit and +1d10 on next attack on the ettercap.
Move: to F4
Standard: Devastating Strike at the Ettercap (attack bonus being +7 basic, +1 from bloodhunt, +2 from aforementioned daily item power, +2 from flank)... and still, I managed to whiff it.
Rolls: 1d20+12=14, 1d12+1d8+1d10+7=26 (http://invisiblecastle.com/roller/view/2801430/)
Norian, despite only being a cleric, managed to not take much damage from the fire. He silently gives thanks to Pelor for his protection, and then focuses his attention on the Ettercap
Seeing Karan narrowly miss, Norian was suddenly worried that they had another Blessed Magma Claw fiasco on their hands, so the top priority was to kill the thing fast as possible. So he wasted no time in firing another Finger of Pelor.
Norian, not being satisfied with that, decided to bring out the thing so exhausting, he could only do it once a day. His friends were in dire straights, so he had almost no choice. Ho positioned himself in between Graven and Inatai, mumbled some prayers, and let out a holy shout of power. It might have not weakened the Ettercap's resolve, but it did heal some of his allies in dire need of health.
Standard:Finger of Pelor (1d20+4=17, 1d8+4=6) (http://invisiblecastle.com/roller/view/2802432/) at the ettercap. If hit: +2 attack bonus to Inatai
Move: To I4
AP spent: Standard action Selected.
Standard(AP): Beacon of Hope (1d20+4=11) (http://invisiblecastle.com/roller/view/2802463/) If hit: Ettercap is weakened.
Effect of attack: Graven, Inatai, and Karan all gain 5 hp.
Inatai did not look too good, the poison still coursing through his veins, but he still had strength enough to summon a volley of shadowy projectiles to pepper the Ettercap with.
Both saves still failed.
Free Action: Assassin's Shroud #2 on Ettercap
Standard Action: Shadow Darts (http://invisiblecastle.com/roller/view/2802833/) on Ettercap; 12, 18, 18 vs Reflex, +5 damage bonus; triggering Assassin's Shroud (http://invisiblecastle.com/roller/view/2802839/) for attack as well.
It looks quite odd as the bright light shoots towards the ettercap, followed by the shadowy darts pelting into its side. As its carapace cracks and it crumples towards the floor, it freezes as well, shattering all over the once web littered landing.
Freed of the distraction of the ettercaps, Norian is able to stablize Inatai while Karan cuts his bonds. You can tell that he's quite happy to be freed of the webbing. The fires in the far corners of the room smoulder and go out, lacking any more webbing to burn.
Hearing the end of the battle, Sertanian steps onto the landing and helps you check over the corpses for anything useful. His eyes are the first that notice a body webbed to the wall in the south east corner. "Kartenix, you fool..." the Castellan mutters, shaking his head.
The corpse, besides being lightly crispy on the edges, looks like it's been sucked dry. It's hard to tell how long it's been like that, but it doesn't appear that it will decompose any time soon.
"Help me cut him down, please. It's the least we can do." One of you notices a small bundle of webbing that has an odd shape about it while helping free the former resident of Brindol.
The foes you've (finally) slain net you 550 exp, or 110 exp each. You're now solidly on level 2 with 1011 exp! Please present your character advancements as soon as you're able.
Inatai gets an action point for reaching a milestone.
Adis: HP: 17/21 Surges: 4/6 AP: 1 Damage dealt: 20
Graven: HP: 11/33 Surges: 6/13 AP: 0 Damage dealt: 39
Inatai: HP: 10/22 Surges: 4/7 AP: 1 Damage dealt: 59
Karan: HP: 31/31 Surges: 9/11 AP: 0 Damage dealt: 27
Norian: HP: 16/23 Surges: 7/7 AP: 0 Damage dealt: 25
There's nothing immediately of value on the corpses. The webbing bundle contains a set of bracers that look like they might polish up to be golden, as well as a silk bag with 100gp in residuum.
Adis correctly identifies the bracers as a worn pair of Executionist Bracers (Property: On a critical your attacks deal 1d6 extra damage)
Graven stood there motionless for a few minutes and you could see the rune on his forehead glow, and wounds dealt by weapons and fangs of the ettercap fill and mend... slowly. You weren't sure how the way the warforged 'healed' worked, but one thing was certain - the process didn't go as smoothly or swiftly as it did earlier today. Finally he rose his head and spoke
- "That battle was a lot harder than we expected it seems. I can't speak for rest of you but I'm not sure how much more I can handle without longer downtime. And neither I'm sure if we can manage it back to town to get Mr. Sertian there. We might need to consider going outside of the tomb and camping yet again" - you could swear you heard something resembling a sigh and Graven turned to Sertian - "Let me help you with that. Perhaps we can dig him something resembling a grave outside."
3 surges bring me to 38/39
Inatai had spent the time so far tending to his wounds and regaining his composure. The poison had taken its toll on him.
"I would also be in favour of a rest, but know that the more time we take, the lesser the chances are of finding further survivors. Assuming you are concerned with such matters, that is," he pointed out. He then picked up the bracers they had found, trying one on for size. "These, I believe, may be useful..."
Two surges used. Also will be taking the bracers, if there are no objections.
When Kartenix's body is freed, it's quite obvious that the ettercaps had a lot of fun with him. There are blackened bite marks in odd shapes all over his body. It's rather gruesome actually.
"I will carry him. Let's at least get his body out of here." Sertanian takes a measure of the webbing and fashions himself a rather handy back sheath for the fullblade he's taken on loan. Not something everyone would know how to do.
Picking up the body of his friend, he faces Graven and nods "Lead the way."
Karan is able to collect 2lbs of webbing of the non-stick-to-itself-and-be-a-general-nuisance variety.
Health as of this moment should be:
Adis: 21/25
Graven: 38/39
Inatai: 26/26
Karan: 37/37
Norian: 21/28
If you're taking the same route out as you came in, I'll need some rolls for jumping the pit. Or, I'll need someone to come up with another path.
As a reminder, clearing the pit is either an Athletics Check, or an Acrobatics Check (with the rope).
(http://dl.dropbox.com/u/7521020/rivenroar_current.jpg)
- "That pit again." - Graven muttered when they back-tracked to the hole they jumped through the last time - "Hold on a second, I might have thought of a better way to get us through this..." - warforged stood there for a moment as if conecntrating then suddenly Karan found herself looking at the party from the other side of the hole - "Yes that should work. It's going to be a bit slow though"
Sorry Tavana, no skill checks for you. Going to use Dimension Slide to get everybody through the gap (It targets me and one ally, sliding one target by 1 and teleporting other by 3. Obviously I'll be using the teleport part and short resting after each use). Order of teleports if this matters:
Karan
Norian
Adis
Sertanian
Graven (via Shadow Step)
Inatai (same round as me Shadow Stepping)
Though a bit shaken with the mode of transport to get over the pit, your party makes it safely outside. It's rained since you've been inside, but only lightly. Your cave is still dry.
Inatai notices a branch that has fallen from a nearby tree, and props it in front of the cave entrance. The result is that you can see out, and it's quite difficult to see in. Once again Graven takes up watch, while offering some more rations to your guest.
The day burns on into night, and it's nearly dark before you're all feeling rested enough to venture forth again.
Your powers are reset, you have 1 AP, and full health.
As per this post (http://forum.chaosforge.org/index.php/topic,3131.msg28140.html#msg28140) you need to decide who's going to lead. If no decision can be made or you chose not to make a decision, then Graven will lead by default, as he's the one who takes the hits and you'll all follow the meatshield in.
If you attempt to go back in, here's the map again.
(http://dl.dropbox.com/u/7521020/rivenroar_current.jpg)
- "Well then" - Graven spoke when rest of the party woke up - "No point in wasting time - let's head back in and see if we can find some more people to escort back with Mr. Sertian"
Unless someone comes out with a better idea I propose we try the other doors at area 2 to check if they connect to the corridor leading to room 4. If they do, and we don't run into something that would prompt us to change directions I'd vote for venturing through the door in Ettercap room"
Entering into the crypts once more, there's not much that has changed while you've been gone. You take a left back into the Goblin's Warren, and try the western doorway out of it. This appears to be another entry into the larger room with the shimmering picture. Entering from this angle gives you a better view of the castle and it's swampy surrounds in the shimmering haze. It looks down on you without comment as Graven ushers you past towards the ettercap room.
The ettercap corpses don't smell any better after several hours left in the damp crypt air. At least these corpses haven't disappeared. Trying the north door, you're faced with a swift right turn. Rounding this corner greets you with a pile of furs and bedrolls covering the floor. Sacks and rucksacks line the walls near them, as well. There's a wrought iron spiral staircase descending into the floor in the north east. Oh, and you're also greeted by the rough barking noise of a drake alerting his hobgoblin companion. Looks like someone was expecting you.
Encounter: Rivenroar Family Crypt
The Hobgoblin bellows and rushes headlong at your group, (very) badly missing an attack against Graven. He should be easy to finish off.
Initiative:
Hobgoblin Soldier (moved)
Graven
Inatai
Norian
Guard Drake
Adis
Karan
The staircase is difficult terrain, should you decide to descend. Otherwise there's nothing of (battleworthy) note.
(http://dl.dropbox.com/u/7521020/Rivenroar/RFC1.jpg)
The hobgoblin might have been terrible on the offense, but he sure knew how to defend himself, easily blocking both Graven's counter and the blow that followed. Not at all satisfied with his attacks the warforged slipped to the side, making space for others.
Immediate Reaction: Persistant Harrier on F3. Attack (1d20+8=18) (http://invisiblecastle.com/roller/view/2809805/) vs AC. Miss
Standard Action: Iron Fist at F3. Attack (1d20+8=12) (http://invisiblecastle.com/roller/view/2809811/) vs AC. Miss. Effect: I gain resistance 2 to all damage until end of my next turn.
Move Action: Shift to F2
Minor Action: Battlemind's Demand on F3
Inatai advanced in his usual way - teleporting through the shadows from one spot to another, appearing in the spot Graven had recently vacated. His attack, however, fell shamefully short of its intended mark.
Shadow Step to E3. Attacked the Hobgoblin. Rolled a 1 to hit. Whoever's got the Aura of Whiffing on, knock it off.
"May Pelor bless us with victory! Graven, duck!" Norian quickly fired a Finger of Pelor at the Hobgoblin, Hoping to succeed where his comrades had failed so far. Whoever drew first blood would have a psychological edge on the opponent. That is one of the things Aden always told him.
Standard:Finger of Pelor (1d20+5=19, 1d8+5=12) (http://invisiblecastle.com/roller/view/2811246/)At the Hobgoblin. +2 to Karan
The little ball of green scales that is the drake bounds forward to protect its handler, but its teeth bounce off of Graven's armor.
Norian damages Hobgoblin Soldier [F3] by 12.
(http://dl.dropbox.com/u/7521020/Rivenroar/RFC2.jpg)
Gripping her new fullsword tighter in her hands, Karan executed a powerful overhead swing, aiming to smash the hobgoblin into bloody pulp. Again, however, the blade proved to be to light for her tastes, and the creature parried without problems.
Devastating Strike on hobgoblin:
Rolls: 1d20+8=12, 1d12+1d8+4=17 (http://invisiblecastle.com/roller/view/2813599/) and Karan gets -2 to all defences until the end of her next turn.
While the soldier might have missed badly, it didn't take too much of a beating either. Grunting, it swings its flail at Graven, landing a solid (and challenging!) blow.
Adis damages Hobgoblin Soldier [F3] by 1.
Adis damages Guard Drake [G2] by 1.
Hobgoblin Soldier [F3] damages Graven by 10 (29 remain, 2 resist noted).
Graven is marked and slowed until Hobgoblin Soldier's next turn.
Initiative:
Hobgoblin Soldier (moved)
Graven
Inatai
Norian
Guard Drake
Adis
Karan
???
Only map changes are that Graven is slowed and marked.
(http://dl.dropbox.com/u/7521020/Rivenroar/RFC2.jpg)
Hobgoblin's blow shook Graven of balance and warforged's blow missed the drake he was aiming at.
Standard Action: Iron Fist at G2. Attack (1d20+6=11) (http://invisiblecastle.com/roller/view/2825779/) vs AC. Miss. Effect: I gain resistance 2 to all damage until end of my next turn.
Inatai held his ground and struck out at the hobgoblin, but the blow did not look like it would find its mark this time either...
Someone's been messing with my goddamn dice. Almost full damage rolls, and a wimpy 15 total to hit.
If it matters at all, it was a Shadow Storm (http://invisiblecastle.com/roller/view/2826176/) with a summoned and immediately invoked shroud against F3.
Norian, almost like clockwork, fired another Finger of Pelor at the Hobgoblin, hopefully to bring the pain
Finger Of Pelor (1d20+5=21, 1d8+4=9) (http://invisiblecastle.com/roller/view/2829519/) on Hobgoblin
Seeing it's handler being damaged by your group, the guard drake claws viciously at Graven in an attempt to protect it. It sure does a reasonable job of it as well.
Norian damages Hobgoblin Soldier [F3] by 9.
Guard Drake [G2] damages Graven by 10 (19 remain, 2 resist noted). Graven is now bloodied.
Same map, except Graven is bloodied, marked and slowed.
(http://dl.dropbox.com/u/7521020/Rivenroar/RFC2.jpg)
With mighty huff, Karans recovers from the loss of balance, and proceeds to smack the hobgoblin with the blade once again.
Devastating Strike on the Hobgoblin.
Rolls: 1d20+8=17 (http://invisiblecastle.com/roller/view/2842411/) (mistake in damage roll, rerolling) 1d12+1d8+4=23 (http://invisiblecastle.com/roller/view/2842413/)
Karan gets -2 to all defences until the end of her next turn.
Adis cools the Drake down as Karan's blade dents the armor of the Goblin. The Hobgoblin grins and shouts triumphantly as its nearly half a dozen comrades pour out of the stairwell moments later. Sadly for them, you're still in an enclosed space and their superior numbers are a bit wasted, but they rush at you none the less. None of them manage to do anything worth mentioning, except one does manage to poke at Graven's feet with his sword. It hurt...the sword, at least.
Then you notice at the back of the group, one of the Goblins is drawing back a bowstring...and the resulting arrow lands solidly in Inatai's side.
Adis damages Guard Drake [G2] by 5. It is slowed.
Hobgoblin Archer [K3] damages Inatai by 10 (16 remain).
Graven is no longer Marked or Slowed.
Initiative:
Hobgoblin Soldier (moved)
Graven
Inatai
Norian
Guard Drake
Adis
Karan
Hobgoblin Grunts
Hobgoblin Archer
(http://dl.dropbox.com/u/7521020/Rivenroar/RFC3.jpg)
Graven paused for a moment and the rune at his forehead glowed - then he swung his sword. It missed the drake in front of him, but two hobgoblins behind it felt some invisible force cutting them. Their screams distracted the beast for a moment, enough for the warforged to strike again, this time hitting the drake.
Minor Action: Warforged Resolve. I'm at 23 HP and 4 THP now.
Standard Action: Bull's Strength (Augment 2) Close blast 3 (G1:I3). Attack (G2) (1d20+8=13) (http://invisiblecastle.com/roller/view/2842429/) at G2, Attack (G3) (1d20+8=15) (http://invisiblecastle.com/roller/view/2842430/) at G3, Attack (H2) (1d20+8=24) (http://invisiblecastle.com/roller/view/2842431/) at H2, Attack (I2) (1d20+8=22) (http://invisiblecastle.com/roller/view/2842432/) at I2, Attack (I3) (1d20+8=10) (http://invisiblecastle.com/roller/view/2842434/) at I3; all vs AC. Hit: Damage (1d10+4=12) (http://invisiblecastle.com/roller/view/2842435/) and the target is pushed back 1 square.
Action Point - Standard Action: Iron Fist at G2. Attack (1d20+8=27) (http://invisiblecastle.com/roller/view/2842441/) vs AC. Hit: Damage (1d10+4=14) (http://invisiblecastle.com/roller/view/2842442/). Effect: I gain resistance 2 to all damage until end of my next turn.
Power Points: 0/2
The large enemy numbers were something of a concern to Inatai, but on the bright side it meant he had far more to call upon for his attack. He lashed out once more at the nearest hobgoblin, his blow meant to distract more than to injure, barely scratching its target... indeed, the shadows he called up did more damage than the blade. But, he hoped, it was enough to open the creature up for a finishing blow by his new allies.
Free: Assassin's Shroud on F3
Standard: Shadow Storm (http://invisiblecastle.com/roller/view/2842473/) with Shroud (http://invisiblecastle.com/roller/view/2842474/) on F3
Minor: Battle Feint (http://invisiblecastle.com/roller/view/2842476/) on F3 (opposed Bluff vs Insight), bonus/CA (if successful) goes to Karan
Norian notices how they're starting to bunch up in the corridor, and that gives him the idea to give a prayer to Pelor, and release a divine glow on any enemies he could, and hopefully give his allies enough of a boost to hit the enemies, And pops off a quick bit of healing on Graven to keep him going.
Standard:Divine Glow on F3, G3, and G2 (1d20+5=23, 1d20+5=9, 1d20+5=24, 1d8+4=12)
(http://invisiblecastle.com/roller/view/2853491/)
All allies recieve a +2 bonus to attack rolls until the end of my next turn (cause all allies are in the radius of my attack)
Minor: Healing Word: Surge+4+
Healing Word Bonus (1d6=2) (http://invisiblecastle.com/roller/view/2853525/) On Graven
Graven quickly slays two of the newcomers, evening the odds. Inatai and Norian continue to soften up the targets as well. The Guard Drake staggers and misses when it attempts to bite Graven, then pulls back to lick its wounds.
Graven heals himself for 4 [4THP] (23 [4] remain).
Graven kills two Hobgoblin Grunts.
Graven damages Guard Drake [G2] by 14.
Inatai damage Hobgoblin Soldier [F3] by 13.
Norian damages Hobgoblin Soldier [F3] by 5.
Norian damages Guard Drake [G2] by 5. It is now bloodied.
Norian heals Graven for 15 (38 [4] remain).
(Sorry to disappoint Madtrixr, but when you accidentally make 3 damage rolls like that, I will take the first one not the highest one. Good try though. =D)
(http://dl.dropbox.com/u/7521020/Rivenroar/RFC4.jpg)
The fight continued to drag on, wearing on Adis' concentration. With a deep breath he held his orb above his head, for a moment it flashed purple then turned jet black. The eyes of the monsters in the corridor fixed on the orb and froze for a moment. Suddenly they started scratching them selves as if something were crawling over their skin.
Standard Action: Cast Winged Horde on [F1-H3]; Attack (H2)1d20+6=18 (http://invisiblecastle.com/roller/view/2881641/), (F3)1d20+6=19 (http://invisiblecastle.com/roller/view/2881641/), (G3)1d20+6=26 (http://invisiblecastle.com/roller/view/2881641/), (H3)1d20+6=24 (http://invisiblecastle.com/roller/view/2881641/) vs Will; Damage 1d6=5 (http://invisiblecastle.com/roller/view/2881651/), 6 to ; On Hit: Creature cannot perform opportunity actions until the end of your next turn.
More and more annoyed by the unsettlingly hard to put down hobgoblin- quite a smelly one too- Karan swings again, not really hoping to hit.
Devastating Strike on F3. Karan takes -2 to all defences until her next turn.
Rolls: 1d20+8=17, 1d20+1d12+4=7 (http://invisiblecastle.com/roller/view/2890221/)
Adis' spell results in two satisfying gurgles from dying Goblins. The remaining creatures aren't looking too hot, either. The tip of Karan's sword pierces the Hobgoblin's armor, but it doesn't appear to do any damage.
The goblin with the mean looking bow cries some brutal words that Norian wouldn't care to translate for you, and slide an arrow past Inatai and into the flesh of Adis. The better armed hobgoblin strikes at Graven while he is distracted by the grunt of pain coming from the caster, also landing a solid blow.
Adis kills Hobgoblin Grunts [H2] and [G3].
Adis damages Hobgoblin Soldier [F3] and Guard Drake [H3] by 5.
Guard Drake [H3] is no longer slowed.
Hobgoblin Archer [L2] damages Adis by 7 (18 remain).
Hobgoblin Soldier [F3] damages Graven by 9 (33 remain, 2 resistance noted).
Initiative:
Hobgoblin Soldier (moved)
Graven
Inatai
Norian
Guard Drake
Adis
Karan
Hobgoblin Archer
(http://dl.dropbox.com/u/7521020/Rivenroar/RFC5.jpg)
Graven swung back at the hobgoblin but his attack fell wide of it's target.
Standard Action: Iron Fist at F2. Attack (1d20+8=10) (http://invisiblecastle.com/roller/view/2893823/) vs AC. Miss. Effect: I gain resistance 2 to all damage until end of my next turn.
Power Points: 0/2
Inatai chose to leave finishing off the hobgoblin to the others, and instead went after the withdrawing drake. He teleported past the hobgoblin and appeared next to the beastie, though sadly his blow missed its mark.
Shadow Step to G2. Assassin's Shroud on H3 drake, Shadow Storm on H3 drake with shroud activated, horrible whiff.
Norian takes stock of the situation for a bit. He sees that the Hobgoblin in front of them is really messed up. He decides to take a shot at it, and gets a big ol' Finger of Pelor wound up and fires it off, and the projectile screams at the poor hobs head, looking like if it connects, it would shear the hobgoblin's head clean off.
Finger of Pelor on Hobgoblin in F3 (1d20+5=25, 1d8+4=7) (http://invisiblecastle.com/roller/view/2898418/)
Well, it's a crit, gentlemen.
Auto hit, max base damage (1d8=8+4=12) and now a 1d6 bonus:Critical Bonus damage (1d6=3) (http://invisiblecastle.com/roller/view/2898461/)So, if it survives, I give the +2 FoP give to...Adis.
Whiff! Whiff! Splat! Gurgle...
You'd think that the cleric wouldn't look so pleased at the size of the blood splatter that Pelor's power created on the dungeon wall...
The Drake is looking less and less certain of itself, but still manages to take a chunk of flesh out of Inatai before stepping backwards one more.
Norian brutally slays the Hobgoblin Soldier.
Guard Drake [H3] bites Inatai for 5 damage (11/26 remain). Inatai is now bloodied.
(http://dl.dropbox.com/u/7521020/Rivenroar/RFC6.jpg)
One by one the foes in the hallway fell. Spotting the drake retreating, Adis quickly threw up his hand, projecting a small ball of shimmering dust. Striking the creature, it coated the creature in a thin sheathe of ice.
Standard Action: Cast Ray of Frost at Guard Drake(I2); Attack 1d20+6=22 (http://invisiblecastle.com/roller/view/2901489/) vs Fortitude; Damage 1d6+4=10 (http://invisiblecastle.com/roller/view/2901490/); Target is slowed till the end of my next turn.
The drake was retreating, but way to slowly. Angered at her indolence, Karan lunged towards it, mumbling a silent prayer so that she will be granted an ability to hit this time.
Charging at I2, followed by Howling Strike at the drake on said square. Miss.
Adis continues his streak of pain, but doesn't manage to kill the creature. Karan charges forward and manages to take an arrow for Inatai...perhaps that is what causes her to miss?
Adis damages Guard Drake [I2] by 10.
Hobgoblin Archer [L1] damages Karan by 12 (25/37 remain).
Initiative:
Graven
Inatai
Norian
Guard Drake
Adis
Karan
Hobgoblin Archer
(http://dl.dropbox.com/u/7521020/Rivenroar/RFC7.jpg)
[/quote]
Seeing another arrow finding mark, Graven swiftly moved past the drake, ignoring it and engaged the archer. Unlike some previous strikes construct made in this combat, that one was well placed - superbly so even - and left a solid wound on the hobgoblin.
Move Action: Move to K2 (provoking AoO from I2)
Standard Action: Iron Fist at L1. Attack (1d20+8=28) (http://invisiblecastle.com/roller/view/2905726/) vs AC (CRITICAL HIT!). 14 damage. Effect: I gain resistance 2 to all damage until end of my next turn.
Minor Action: Battlemind's Demand at L1
Power Points: 0/2
Inatai had apparently got tired of the enemies so far constantly evading his blows, and made sure this time there'd be no such problem... Drawing in the shadows around him, he teleported once again, his blow already coming down by the time he reappeared behind the guard drake, scoring a grievious wound.
Free action: Assassin's Shroud on I2
Move: Shadow Step to J2
Standard: Shadow Storm (http://invisiblecastle.com/roller/view/2906566/) with invoked shroud on I2. (Ker-CRIT!) Extra damage from Fullblade and Bracers (http://invisiblecastle.com/roller/view/2906568/)
Dodging the claws of the drake, Graven jumped down onto the staircase and used the force of his decent to crack some serious goblin bones. Inatai popped up right behind him and splatted the drake in a fashion that made Norian's earlier Pelor beheading look tame. I won't even attempt to describe it.
Graven damages Goblin Archer by 14.
Inatai splats the Guard Drake for 26 damage. It dies.
Battlemap will be dispensed of as Graven has blocked the Archer's only escape route. Feel free to skip your move action.
Norian is now up.
Norian wiped the drake blood off of his face. "Wow Inatai, that was AMAZING! I didn't even know that drake bones could DO that! Anyways, I think you guys have got this. I'll just keep watch for other threats, if anyone needs healing, yell."
With that, Norian begins to survey the surrounding area incase there were more baddies trying to sneak up, while the more physical members finish off the archer. He takes a deep breath, and begins to divert his attention to his surroundings
Perception check (1d20+5=25) (http://invisiblecastle.com/roller/view/2914616/)
That's it.
Adis slouched against the wall. His stamina was not holding up for some reason. His companions were making a racket in the far room trying to finish off the enemy. Casting a dirty glare its way, he sat down to rest.
Standard Action: Cast Cloud of Daggers on the Archer; Attack 1d20+6=21 (http://invisiblecastle.com/roller/view/2915918/) vs Reflex; Damage 1d6+4=9 (http://invisiblecastle.com/roller/view/2915919/); Zone: Any creature that starts its turn or moves into the zone takes 1 Force damage. The Zone lasts until the end of my next turn
Karan quickly moves towards the last remaining foe, hoping to harm him at least.
Move to L2. Devastating Strike on the goblin on L1, Karan takes -2 to all defences until the end of her next turn.
Rolls: 1d20+8=23, 1d20+1d12+4=28 (http://invisiblecastle.com/roller/view/2919473/)
The fullblade slips through a notch in the armor near the Archer's neck, and it severs something that apparently was quite vital, as the Archer stops moving entirely and slumps down within a matter of moments. The noise of battle ebbs away, and shortly Sertanian joins you, an oddly happy smile on his lips for such a bloody scene. While you look over the bodies of the dead he rifles through the sacks and bedrolls lining the walls, but doesn't find anything.
He looks down the staircase and motions to your group saying "This has to be the spiral staircase they brought me up when they took me from Mirtala. Let's hope she's in a better state than Kartenix."
Heading down the stairs you're presented with what appears to be the living quarters, if upstairs was their sleeping area. Down a narrow hallway there are four squat sarcophagi littered with things that the Goblins have set aside and forgotten. A flickering light of candles brings your attention to two altars in an adjacent area - but a strong and unpleasant smell coming from a pit nearby it makes you wary to venture over to look at them unless you really have to.
A heavy door leads south, and a tunnel shoots off to the west. Adis correctly informs you that they should lead you to 'that hallway with the pits'.
Not sure about the dice used for Karan's last damage roll. I show them as 1d12+1d8+4...but the roll I made for damage with those dice killed the Archer anyhow. So, have some experience:
Your party gains 577XP total, or 115XP each (1126 total).
Adis: HP: 18/25 Surges: 6/ 6 AP: 1 Damage dealt: 46
Graven: HP: 33/39 Surges: 12/13 AP: 0 Damage dealt: 52
Inatai: HP: 11/26 Surges: 7/ 7 AP: 1 Damage dealt: 39
Karan: HP: 25/37 Surges: 11/11 AP: 1 Damage dealt: 17
Norian: HP: 28/28 Surges: 7/ 7 AP: 1 Damage dealt: 46
The sarcophagi appear to have been sealed, but the sealant is cracked and crumbling. The lids could probably be moved with a bit of strength.
The sewage pit is something you can investigate if you really want to.
The altars can also be investigated, no roll for passing the sewage pit to get to them. But your companions might not want to stand near you for a few turns. ;)
(http://dl.dropbox.com/u/7521020/rivenroar_current.jpg)
"Well, That was a lot of fun, relatively speaking." Norian said after wiping some blood off of himself. "So, I see some altars over there! I'm going to go see if they are anything interesting, while you guys take a break, maybe keep an eye on those coffins. If you see a lid move at all, give me a shout." With that, Norian walks over to the altars, keeping an eye on his surroundings the whole time. When he gets to the altars, he decides to take a thorough look at them.
Can I take 20 on a religion check to inspect them? or just Take 10? whatever the case, I make a Religion check on the altars.
- "I'll go check in case goblins we killed had keys or other things we might find usefull. Be back shortly."
Looting the bodies. Also keeping eye out for interesting things in both roms in general:
Perception (1d20+3=19) (http://invisiblecastle.com/roller/view/2927797/)
Nothing new on the bodies.
I actually have decided that you'll auto loot enemies from this point forward. It will just save a lot of time. If something obviously needing looting in the environment, I'll make sure someone notices. And if there's some loot to be found, I'll try to give you clues, but no promises.
Inatai settled down by one of the walls near the staircase to tend to his wounds and meditate briefly. Once he'd recovered from the fight, he moved to inspect the doorway.
"You would wish to go through here, then?" the Gith asked, running his hand over the door's surface, giving it a slight nudge to see if it was even locked. "The choice does appear to be between this passage and backtracking to the entrance to follow a different path..." he muttered mostly to himself.
If the door is locked, I'll be taking a perception check to see if there's any obvious dangers to opening it, or any latches or locks on hand...
The door has a little resistance, but moves gently once some pressure is applied. It slides noiselessly back into place once Inatai stops applying force.
Inatai spends 2 surges?
Adis: HP: 24/25 Surges: 5/6
Inatai: HP: 23/26 Surges: 5/7
"Hmm...Interesting." Norian turned to his companions and announced his findings.
"Okay, looking at the altars, lots of books, and a couple...eyeballs, It shows that these used to be shrines to Vecna, God of Secrets. However, Looking closer reveals that some of the books are war tactics manuals and that the eyes have a tiny replica of a spear struck through them. Plus, theres also touches of incense that certain warriors burn while praying to a certain god before they go out to battle. The god? Bane, God of Conquest. Judging by how much incense there is, These were recently converted to Altars of Bane. Now, with this, we can reasonably assume one of two things: A) The goblins had a change of heart due to some sort of miracle event and switched to Bane, or B) Someone has taken control of the goblins, and demands that they now worship bane. However, I need more evidence before I can make a conclusion."
Norian took a deep breath, and decided to go look at the garbage pit, despite the horrendous smell. He imagined that used up sacrifices and/or rejected sacrifices were going to be down in there, and maybe he'd get some more info, at the very least, he wondered if there was anything down there at all...maybe even one of the poor souls they were looking for.
Perception Check (1d20+5=21) (http://invisiblecastle.com/roller/view/2932609/)
Adis took the orb in hand, examining its surface. While doing so, he felt the base of his robes being pulled. The small familiar had returned with news. Images of a dark hallway and small moving figures in the darkness filled Adis' mind.
"It seems we may have more gnomes on our hands. I cannot tell due to the darkness but there are definitely several short things moving about behind that door. The corridor continues for a ways and turns left." Adis announced, storing the tiny gelatinous cube inside his robes. He would have to find a container to keep it in once they left, or he would be naked before the week was out.
I'll be taking the orb if there are no objections.
"Hmm... You may in fact be correct, Graven. What that leads to now is why there where altars to Vecna here in the first place...An old cult? Maybe an ancient civilization? Who knows? Once again, I'll need more evidence to figure this out." Norian turns around and walks away from the pit.
"Okay, first the good news. I didn't find any sacrifices or anything similar down there, so we can assume, at least for now, the the others are still alive."
"On the other hand, I smell absolutely horrendous right now, and will need to wash myself throughly when we get back to town. By the way, I agree with Inatai, let's get moving, after we grab the rest of the stuff, of course." Norian suddenly had a thought. It was time consuming, and would probably turn up nothing, but he wanted to make sure he had covered all his bases. "Wait, let me take a quick look at these skeletons, maybe there's a reason they're buried like this, if not, then we can get moving, I suppose."
Norian proceeds to go over to the coffins and take a look. He is immediately struck by the feeling that something wasn't quite...right, about the skeletons. He couldn't put his finger on it, but there was certainly something off. "I...I may need some assistance, Adis, perhaps you can come over and see if you can figure out what's wrong with these skeletons, because I can't. But there IS something wrong. There's some extra hands in these southernmost tombs, but not from any of the skeletons in there, but there's something up, I don't know what though. What's going on here?"
Religion Check (1d20+8=19) (http://invisiblecastle.com/roller/view/2935347/) Maybe they're missing a hand...or something else is up with them. I don't know, but it's a once-over. Can't be too careful.
Norian manages to convince everyone to take a look, but besides the obvious of "Whoa, too many hands!" no one could figure out exactly what was going on in the graves.
When Sertanian started muttering about Mirtala and started walking towards the door to the south, Graven decided that perhaps you should move on the for the moment. The hallway was nondescript, and as Adis had described, did turn left after around twenty feet.
Turning the corner quickly in an attempt at surprise, you realize why the little creature wasn't able to get a good look at what was in the room. On the far wall is an altar, with a crumpled form chained to the front of it. The candlelight from the altar bathes over several statues between you and it, and you notice with an odd shiver that their eyes are glowing. What they are is only revealed once Adis' spell flares into life: displacer beast statues. Thankfully not THAT lifelike, but still very distressing.
Encounter: Fresco Chamber
You quickly notice a few large rats moving near the statues, and while they're still reeling from the change in light, you attack!
Initiative Order:
Inatai
Dire Rats x3
Norian
Adis
Graven
Karan
You have a surprise round, so I only placed the rats so you'll know when they will move next round.
Features of the Area:
Those statues are impassible. Climbing them is possible, but they're tall enough that you would need to be prone to be atop them.
The altar is difficult terrain.
(http://dl.dropbox.com/u/7521020/Rivenroar/FC1.jpg)
Inatai wasn't quite so willing to charge into battle this time. "Hm. A dead end - but some prize with it, at least. Be wary of those statues..." he stated as he drew in the surrounding shadows into a sheath for his blade - then turned said sheath into three black darts that launched at the rat in the middle of the hall.
Standard: Shadow Darts on G4 rodent. Attack Rolls (http://invisiblecastle.com/roller/view/2945313/) vs Reflex. Damage Rolls (http://invisiblecastle.com/roller/view/2945322/) + 5.
"Yes, those statues don't...don't look right." Norian said with a bit of a serious tone to his voice. He hated jump scares more than most people, and that's saying something. "However, we have something more important in front of us. These rats will be all over us if we don't hurry and kill them right now...although the statues are a more pressing concern"
Norian tosses a ball of white fire at a rodent near the one Inatai tried to hit,
Surprise! Action: Sacred Flame (1d20+4=22, 1d6+4=6) (http://invisiblecastle.com/roller/view/2946782/) at Dire Rat in G6. Graven gets 2 Temp HP
- "[Warning: joke module error] Somebody called the exterminator?" - Graven swung his sword without moving and like goblins in previous battle, the rats felt some force cutting and pushing them.
Standard: Bull's Strength [Augment 2] at E4:G6. Attack (1d20+8=25, 1d20+8=12) (http://invisiblecastle.com/roller/view/2959905/) vs AC (G4, G6). Hit:Damage (1d10+4=11) and push the target back 1 square. (http://invisiblecastle.com/roller/view/2959906/)
Note: In case it matters E6 statue is caught in the blast as well.
Minor: Battlemind's Demand on G6
Your success in surprising these evil monsters further continues as nearly every attempt to harm them is successful, resulting in a wonderful range of painful squeaks and shrieks. One of the rats even staggers backwards from the force of your combined blows.
Trying out a new format where I list the entity which is being attacked/healed/whatever'd first.
I hope it will make the battle reports easier to read.
Dire Rat [G4] takes 16 damage from Inatai.
Dire Rat [G6] takes 6 damage from Norian.
Graven gains 2 THP (33/39 [2] remain) thanks to Norian.
Dire Rat [G4] takes 6 damage from Adis.
Dire Rat [G4] is bloodied.
Dire Rat [G4] takes 11 damage from Graven.
Karan is next, followed by Inatai.
I forgot to include that the rat at G6 is marked in this image. So you'll have to use your imagination.
(http://dl.dropbox.com/u/7521020/Rivenroar/FC2.jpg)
Karan lunged forward, sword raised high. She was in a very, very, very bad mood, due to her less than glorious conduct during last few fights.
Charging at the wounded rat, she allowed the scent of sweet blood to overtake her senses as she struck against it.
Charging to G4, followed by Howling Strike in lieu of Standard Melee.
Rolls: 1d20+10=27, 1d12+1d6+4=15 (http://invisiblecastle.com/roller/view/2968054/)
If the rat is slain, Karan will use Swift Charge to charge to F6, followed by yet another Howling Strike.
Inatai skipped on his usual teleporting through the shadows routine, and with blade drawn simply ran towards the current closest rat to strike another blow. The sword, however, missed the little vermin and scraped along the floor instead.
Move: F6
Standard: regular Shadow Storm at G6 rat, missed quite badly.
Karan's new blade slides with ease out the other end of the rat's torso, but her second attack is just wide the next rat.
Both the remaining rats appear to dislike Karan having killed their comrade and attack her, but they miss very badly.
Dire Rat [G4] is slain by Karan.
Karan gains 3 THP (25/37 [3] remain) for being a cold blooded killer.
Initiative Order:
Inatai (moved)
Dire Rats x3 (moved)
Norian
Adis
Graven
Karan
???
(http://dl.dropbox.com/u/7521020/Rivenroar/FC3.jpg)
Norian decides to toss another lance of faith
Lance of Faith (1d20+5, 1d8+4=[15, 5], [3, 4]) (http://invisiblecastle.com/roller/view/2983565/) at H4
Sorry its so brief, just want to get it moving
Graven moves towards the other rat and takes a swing at it.
Move Action: Move to G4
Standard Action: Iron fist at H4. Attack (1d20+8=19) (http://invisiblecastle.com/roller/view/2998133/) vs AC. Hit:Damage (1d10+4=10) (http://invisiblecastle.com/roller/view/2998134/). Effect: I gain resistance 2 to all damage until end of my next turn.[/url]
Overjoyed when warm rodent's blood sprayed on her face, Karan continues to cleave her way through those rats of unusual size.
Devastating Strike on H5. Karan takes -2 to defences until the end of her next turn.
1d20+8=14, 1d12+1d8+4=19 (http://invisiblecastle.com/roller/view/3009458/)
Inatai took advantage of the rats being distracted by the other fighters and took to travelling through the shadows once more - this time appearing behind the two rats to deliver a blow to the one that Karan had just targeted.
Move: Shadow Step to I5
Free: Assassin's Shroud on H5
Standard: Shadow Storm + Shroud (http://invisiblecastle.com/roller/view/3010025/) on H5 (+6 basic damage bonus, +4 bonus for adjacent creatures)