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Ernir
2011-04-01, 09:22 PM
The Black Marsh

As you approach the ruins of the tower, you meet another would-be treasure finder. He is clad in full plate, but strangely, carries no weapons. Nevertheless, you accept his offer of assistance.

The ruins turn out to be just that - ruins. If there were ever treasures here, they appear to be long gone. You are about to give up the search when you find an old trap door. To your surprise, the rust is chipped, providing evidence of recent use. One by one, you descend.

The Forgotten Tower

The cellar of this tower doesn't look very abandoned. Weapons racks are on the walls, and the dust has been kicked up recently. You proceed cautiously, expecting an ambush at the first corner.

You aren't wrong. As soon as Evelynn and her superior vision in the dark peek around the corner, you find what looks (to Evelynn) and sounds like a pair of very large, very angry goat-men.

"BLEEEEERHP!"

You won initiative.
It's also completely dark. Who's carrying the torches? :smalltongue:

Round 1 begins!

Yet to act in round 1: Everyone.

Map up! (https://spreadsheets.google.com/ccc?key=0AnrwSTVjG0mhdFI1OHlJeFFCN2o3X01ic3JlT0Nhb Wc&hl=en&authkey=CJD6xPIM)

Jarian
2011-04-02, 11:00 PM
"So... goats. Yes. Well, men, I suppose. Goat-men, if you want to be technical. They don't seem too happy. Have fun with that."

Evelynn slips around the corner, hides, then prepares to strike at any goat-man that comes near.

Move to J-4, drawing a dart with stun gas. Take 10 on hide check for 28. Ready action to dart any goat-man that comes into line of sight.

peterpaulrubens
2011-04-02, 11:01 PM
Mariah

Mariah would tie a sunrod to her horn of fog.

Tavar
2011-04-03, 12:13 AM
Gerrin
Gerrin seems to speak a series of gibberish, but besides that does nothing.
A'kminaterk!minosvaslanakree. eerkanalsavhunim!kretanymk'a

Slick the Surface(reversed):[roll0]. Augmenting it to 20(+5) to affect another 5ft square. If successful, each square effected counts as two squares of movement. If they end their turn on an area effected, it takes a dc 10 str check to move. Area targeted is N 9 to 11, and O 9 and 10. Only fail on a 1.

Slick the surface: [roll1]. Augmenting it to dc 20 (+5) to affect another 5ft square. Only fails on a 1. Area targeted is M7-8, N7-8, and O7. Anyone moving through this area muse make a dc 10 balance check, or fall prone. Standing up requires another dc 10 Balance check.

Both Effects last 5 rounds.

Ernir
2011-04-04, 07:38 PM
The Forgotten Tower

Evelynn slinks towards the back of your ranks, well out of the way. Meanwhile, the newcomer seems to be making himself busy by performing a speech while staring at the floor.

Mariah can have already tied the rod to the horn before descending. So your actions remain, PPR.

Yet to act in round 1: Gerwar, Garrus, Mariah, Traig, Wirt.


Map updated (https://spreadsheets.google.com/ccc?key=0AnrwSTVjG0mhdFI1OHlJeFFCN2o3X01ic3JlT0Nhb Wc&hl=en&authkey=CJD6xPIM) (yesterday, actually)

senrath
2011-04-04, 07:56 PM
Traig

Traig held tight, waiting for their enemies to appear where he could see them.

Total defense, not moving.

AC: 25 (17 touch, 18 FF)
HP: 84/84

Derjuin
2011-04-04, 07:58 PM
Gerwar

Weaving a fragment of magic with her free hand, Gerwar begins a feverish beat on her drum, one that quickly includes a chorus of seemingly heavenly voices and the roars of dragons. The three sounds meld together eventually, and a bright light flares from Gerwar's, and her allies', weapons.


Swift to cast Inspirational Boost, Standard to begin Inspire Courage +4 (Words of Creation + Drum + Inspirational Boost). Allies that can hear the song gain +4d6 Fire damage on each attack.



HP: 85/85 (8 nonlethal)
AC: 21/14 (FF)/18 (Touch)
Saves: 7 (F)/13 (R)/7 (W)
Stats: Dragonfire Inspiration +4d6

Koury
2011-04-04, 08:11 PM
Wirt

The young peg-legged boy peers into the darkness, preparing himself for battle by casting a spell. As he does, his form shifts back into that of a troglodyte.

peterpaulrubens
2011-04-04, 08:15 PM
Mariah

Not knowing what the goo on the floor does, Mariah doesn't move, keeping her guard up in the tense seconds of calm before the melee storm.

No movement. Total defense.

Ernir
2011-04-05, 04:41 PM
Garrus

The marksman raises his crossbow towards the darkness, ready to fire the moment the monsters come.

Ready action to fire a crossbow bolt the moment a goatman comes into bright light.

Rolling now: [roll0] for [roll1] + [roll2] fire damage.

The Forgotten Tower

The air is tense for a few moments as the heroes prepare themselves for charging goat-men coming through from the corridor.

And the monsters come. The frontmost monster bellows, lowers its horns, and charges.
But the rampage falls a bit short of your expectations. Once the goatman comes into the light, its charge seems to slow down, as if something were impeding its movement. It moves forward with obvious strain. Suddenly, it seems to break free, and it is slowed no more - only to fall flat, its hooves slipping. "BLAAAAAAAAARRGH!"
The other monster tries to follow. This one manages to keep his footing, but barely.

At the edge of your vision, another goatman appears. This one throws a heavy, wicked-looking javelin at Gerrin, and from somewhere in the darkness beyond, a similar javelin comes flying at Garrus.

First goatman fails his balance check horribly and falls on the snouts. The second doesn't fail horribly enough to fall.

All three creatures you see are above Gerrin's absolute limit.

The two javelins:
@Gerrin: [roll3] for [roll4] damage
@Garrus: [roll5] for [roll6] damage

Enemy status:
Goatman 1: 27 damage, prone, balancing.
Goatman 2: Balancing, concealed.
Goatman 3: Concealed.

Round 2 begins! Yet to act in round 2: Everyone.

Tavar
2011-04-05, 07:52 PM
Gerrin

Stepping forward, he speaks the old words.
Mis'a!nasmifin ducantes Mi'toson'tlkesxcap
As he does so, Gerwar and Traig distort, becoming...better is the only word for it.
Using two uses of Word of Battle, both augmented by 6, bringing the DC to speak them to 19(first level utterances, gotta love them). If either traig or Gerwar resists at all, the working autofails. If not, they get +3 to attack and damage in melee, for 2 rounds. I'm assuming that I know everyone given(not true) name. If not, put -2 penalty on checks.

Targeting Traig[roll0]

Targeting Gerwar[roll1]

5ft step to M3

Jarian
2011-04-06, 05:03 PM
Evelynn

Evelynn considers kicking certain people for sticking to positions that would be better served if she could be there, but thinks better of it and, with a regretful sigh, readies herself to dart any goat-man that appears.

Damnit people, stop hogging all the cover squares. :smalltongue:

Maintain readied action.

Derjuin
2011-04-06, 05:22 PM
Gerwar

Continuing the beat upon her harnessed drum, Gerwar slips past Traig and draws her cutlass. With a primal roar, she leaps into the air and lashes out at the closest goat-man, sparks of divine flame bursting from her weapon.


Moving to O5, using Soaring Raptor Strike: [roll0] Jump check vs. Goat-man 1's AC, if successful I make a single attack against that goat-man.

[roll1] Attack, for [roll2] plus [roll3] fire plus [roll4] from Soaring Raptor Strike.



HP: 85/85 (8 nonlethal)
AC: 21/14 (FF)/18 (Touch)
Saves: 7 (F)/13 (R)/7 (W)
Stats: Dragonfire Inspiration +4d6

peterpaulrubens
2011-04-06, 08:21 PM
Mariah

Mariah moves out from behind the corner, ready to activate her wand at the right moment.

Move to O2, ready an action to use a charge of Mass Snake's Swiftness as soon as someone else (besides Gerwar) is in melee range of a goatman.

senrath
2011-04-07, 01:56 AM
Traig

Stepping around the corner, Traig lashed out at the nearest goatman with a claw, intent on rending it from head to foot.

Move to N2, single attack.

[roll0]
[roll1]
[roll2]

AC: 21 (13 touch, 18 FF)
HP: 84/84

Ernir
2011-04-08, 11:11 PM
The Forgotten Tower

In a single motion, Gerwar leaps up, brings about the flaming scimitar, and buries it deep in the goatman's skull. The monster manages to bring its axe up before it dies, but not fast enough to save itself.

The smell of very warm blood suddenly fills the air.

Also their numbers aren't going down, as far as you are concerned. When Mariah repositions, another goatman, ready for war, comes stomping out of the shadows.

AoO on Gerwar (He still threatens even if prone):
[roll0] for [roll1]

Traig, it died before you got to it, you need to reselect his action. (Also, how were you going to move to N2 and still attack?)
Also, Mariah can change her action if she wants, the situation had clearly changed when she acted.

Yet to act in round 2: Garrus, Mariah (?), Traig, Wirt.

Map updated (https://spreadsheets.google.com/ccc?key=0AnrwSTVjG0mhdFI1OHlJeFFCN2o3X01ic3JlT0Nhb Wc&hl=en&authkey=CJD6xPIM)

Koury
2011-04-09, 12:12 AM
Wirt

Unwilling to rush past Gerwar, Wirt waits, eyeing the goatmen intently.

I'm not going up there. Maybe if I was, say, an invincible mage I would, but alas. :smallbiggrin:

peterpaulrubens
2011-04-09, 01:01 PM
Mariah

Mariah moves close to the front lines and blows her horn to provide some cover from the javelin slingers lurking in the darkness.



Also, Mariah can change her action if she wants, the situation had clearly changed when she acted.

Alrighty. Instead of moving to O2, I'll move to O4 and blow my Horn of Fog due south.

Ernir
2011-04-09, 03:28 PM
The Forgotten Tower

Traig comes running around the corner, skids to a halt in front of the goatman, and lodges a claw in his belly, the creature's thick skin and leather armor barely slowing the attack down.

From the middle of the fighting line, Mariah sounds a deep, slow note from her horn, which echoes magnificently through the cramped corridors. Within moments, Gerwar is covered in thick fog.
Goatman 2 is balancing, so no AoO on Traig.

Traig's claw damage was (slightly) reduced by damage reduction.
(Actually, every one of your attacks so far has been the victim of damage reduction. May have forgotten to mention it. :smallredface:)

Enemy status:

Goatman 1: Dead!
Goatman 2: 31/57, balancing
Goatman 3: 57/57, 20% concealed
Goatman 4: 57/57, 20% concealed

Yet to act in round 2: Garrus!

Map updated. (https://spreadsheets.google.com/ccc?key=0AnrwSTVjG0mhdFI1OHlJeFFCN2o3X01ic3JlT0Nhb Wc&hl=en&authkey=CJD6xPIM)

Tyrael
2011-04-11, 02:22 AM
Garrus hefts his enormous crossbow and opens fire.

Full Attack on Goat Man 2.
[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]
[roll6]
[roll7]
[roll8]
[roll9]

Ernir
2011-04-11, 05:37 PM
The Forgotten Tower

"Opening fire" is an apt description, as Garrus' crossbow bolts roar with Gerwar's dragonfire, leaving large, burning holes where they collide with the goatman's chest. It collapses with a loud thud.

The closer of the two remaining Goatmen drops his javelin, picks up a very sharp-looking scythe, and leaps for Traig! The other hurls his javelin, and takes up a scythe of his own as he moves closer.

Goatman 4: Javelin@ Traig.[roll0] for [roll1]
Goatman 3: Jump check: [roll2] (DC 10)
Gore attack @ Traig: [roll3] for [roll4]

Enemy status:
Goatman 1: Dead!
Goatman 2: Dead!
Goatman 3: 57/57, balancing
Goatman 4: 57/57, 20% concealed

Round 3 begins! Yet to act in round 3: Everyone.

Map updated. (https://spreadsheets.google.com/ccc?key=0AnrwSTVjG0mhdFI1OHlJeFFCN2o3X01ic3JlT0Nhb Wc&hl=en&authkey=CJD6xPIM)

peterpaulrubens
2011-04-11, 06:16 PM
Mariah

Mariah heals Traig.

Cast Cure Light Wounds on Traig, healing for [roll0] HP.


Current AC: 16
HP: 49/49

Tyrael
2011-04-11, 08:13 PM
Garrus reloads and fires again.

Attacking Goatman 3

[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]
[roll6]
[roll7]
[roll8]
[roll9]

Tavar
2011-04-11, 11:07 PM
Gerrin
Upon seeing Triag's wounds, Gerrin instantly responds, hoping to head off similar injuries. Speaking the words of power, Triag's becomes just a bit more agile, his armor just a bit better quality.

Phrase of Defense at DC 18 [roll0]. Giving him +4 to his defense for 1 round. Waiting to decide second action for results of Garrus's attack.

Ernir
2011-04-12, 10:37 AM
The Forgotten Tower

Garrus' bolts rip through the goatman, who dies with a wet gurgle and a spray of way too red blood.

Enemy status:
Goatman 4: 57/57, 20% concealed

Yet to act in round 3: Evelynn, Gerwar, Traig, Wirt.


Map updated. (https://spreadsheets.google.com/ccc?key=0AnrwSTVjG0mhdFI1OHlJeFFCN2o3X01ic3JlT0Nhb Wc&hl=en&authkey=CJD6xPIM)

Jarian
2011-04-12, 05:54 PM
Evelynn

Evelynn pouts and makes a mental note to shiv the next person to get in her way for more than two seconds. The nerve of these 'adventuring companions', really...

Well, not much left to do at this point. Note to self: find a way to generate concealment. :smalltongue:

Evelynn moves to L-4 and hides (take 10), then readies an action to dart the goat man if it comes within 20 feet.

senrath
2011-04-13, 11:16 AM
Traig

Traig stepped back and waited for their opponent to approach.

5-foot step to M-6, ready an action to claw the goatman if it comes within reach.

AC: 25 (17 touch, 22 FF)
HP: 74/84

Koury
2011-04-13, 12:31 PM
Wirt

The child troglodyte advances cautiously.

Move to N4

Ernir
2011-04-14, 02:05 PM
Gerwar

Gerwar takes up position next to Traig, and holds.

Step to N6, ready action to Mountain Hammer if the goatman comes within reach.

The Forgotten Tower

The last creature raises its weapon high, staring at Traig. But its attack is made with more enthusiasm than tactical brilliance, and you are all ready for it.

Readied actions trigger! Evelynn can launch her dart, Traig can claw it, Gerwar can Mountain Hammer it.

Enemy status:
Goatman 4: 57/57, balancing

Yet to act in round 3: Just readied actions (see above).

Map updated. (https://spreadsheets.google.com/ccc?key=0AnrwSTVjG0mhdFI1OHlJeFFCN2o3X01ic3JlT0Nhb Wc&hl=en&authkey=CJD6xPIM)

Jarian
2011-04-14, 03:34 PM
Evelynn

"I'm contributing!"

Dart: [roll0] for [roll1] plus [roll2] fire plus [roll3] sudden strike, plus a fort save vs Stun Gas if it hits.

senrath
2011-04-14, 03:39 PM
Traig

Claw!

[roll0]
[roll1]
[roll2]

Ernir
2011-04-16, 12:05 AM
The Forgotten Tower

Evelynn's dart catches the goatman right in the belly. It hunches over, bellowing in pain, which gives Traig the opportunity to put a claw straight into its eyeball. The eyesocket cracks, and the monster is no more.

Victory to team PC!

Loot:
4x Masterwork Studded leather(4x 87GP)
[roll0] potions of Cure Light Wounds
1 scroll of Town Portal
[roll1] GP
The racks contain one masterwork spear (152 GP), and three nonmasterwork ones (7GP)


And I believe the understanding was that you'll take the bunch back to Cain for identification the next time you hit town, at which point the items open up for official access, but you'll get the whole list now for ease of bookkeeping.
4x Boots of the Battle Charger [4x1000GP] (MIC 76)
2x greataxe +1 [2x 1160GP]
2x scythe +1 [2x 1159GP]
4x Least Iron Ward Diamond [250] (MIC 26)

Ernir
2011-04-18, 10:46 PM
The Forgotten Tower

This level of the tower's cellar proves to hold little of value besides the filthy possessions of the goatmen, and ancient furniture, most of which is stained with dark splotches of blood and none of which is usable. The real goods seem to be deeper down.

And deeper down you go, treading cautiously in the dark corridors.
You haven't gone very far on the second level when you see a dim, flickering light coming from the left arm of an intersection.
Evelynn peers cautiously around the corner.

What she sees confirms that you are in no common monster den, but a true site of dark worship. The source of the light reveals itself to be a demonic pentagram, burning continuously on the ground!
http://img.photobucket.com/albums/v153/Ernir/DnD/Pentagram.png
Silhouetted against the flames are four dark-skinned creatures of the Fallen type of demons. They are holding weapons, looking ready for combat, but they don't seem to have noticed you yet.
Pentagrams are really Evil in this world, OK? :smalltongue:

It has only been about 10 minutes, Mariah's sunrod and Wirt's Alter Self are still up.

Everyone choose take your positions on the
map! (https://spreadsheets.google.com/ccc?key=0AnrwSTVjG0mhdHVHdVZXVXRWZGJWQmpHcndkN0RuO Wc&hl=en&authkey=CNDPncIK)

Then there will be a surprise round for you guys.

peterpaulrubens
2011-04-18, 11:00 PM
Mariah

Mariah will take L9.

Derjuin
2011-04-18, 11:04 PM
Gerwar


Gerwar will take I-10 (all the way to California :smalltongue:).

Tavar
2011-04-18, 11:21 PM
Gerring
J-10,
My light is currently off, and if I can possibly see the monsters, HP values please.

senrath
2011-04-18, 11:26 PM
Traig

Trag'll take I-11

Koury
2011-04-18, 11:30 PM
Wirt

J-11. Whats the green area?

Jarian
2011-04-19, 01:38 PM
Evelynn

Evelynn will somehow slide back down the hallway after seeing the creatures. K-11, I guess. Not ideal, but that's what I get for being slow. :smallwink:

Ernir
2011-04-19, 09:23 PM
The Forgotten Tower

"Squawk!" is about the only thing the devilkin manage to get out before the attack begins.

Plopping Garrus down at J9.

Enemy status:
Devilkin 1: 33/33
Devilkin 2: 33/33
Devilkin 3: 33/33
Devilkin 4: 33/33

Surprise round! Yet to act in the surprise round: Everyone.

Map updated. (https://spreadsheets.google.com/ccc?key=0AnrwSTVjG0mhdHVHdVZXVXRWZGJWQmpHcndkN0RuO Wc&hl=en&authkey=CNDPncIK)

Koury
2011-04-19, 09:54 PM
Wirt

Wirt advances, seemingly getting into position to attempt another of the techniques he keeps attempting.

Its just a surprise round right now, right? Move to G11

Tavar
2011-04-19, 10:17 PM
Gerrin
Gerrin watches and waits
Ready an action to target the first melee person to go forward with word of battle. [roll0]. DC is 28. Gain a +3 bonus to attack and damage, for 2 rounds if it works.

Jarian
2011-04-20, 01:32 PM
Evelynn

Evelynn steps into the space vacated by Wirt and tosses a dart toward one of her foes.

5-ft step to J-11, toss a stun gas dart at D-3.

[roll0] (including -2 range penalty, possibly 3 higher if Gerrin's Word of Battle is used on Evelynn) for [roll1] damage (potentially 3 higher) plus [roll2] sudden strike damage plus a fort save vs stunning. If possible, burn a swift action to boost the save DC by 7 on a hit (SRD doesn't assume swift actions exist, and I don't know if their usage was clarified anywhere for a surprise round).

Tyrael
2011-04-20, 02:44 PM
Garrus fires off a steam of bolts at one of his foes.

Going to be in Texas for a job interview, so I might not be posting for a few days.

5ft step to I9, Attacking Devilkin 3.

[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]
[roll6]
[roll7]
[roll8]
[roll9]

peterpaulrubens
2011-04-21, 10:23 PM
Mariah

Mariah uses her wand.

Use a charge of Mass Snake's Swiftness centered on Gerrin. Everyone gets a free attack, if they're in range to use one. Probably just Garrus and Evelyn.

Ernir
2011-04-22, 12:50 PM
The Forgotten Tower

Evelynn's dart hits one of the devilkin right in the center of its breastplate. It fails to penetrate, but the glass shatters, releasing the gas.
Garrus' first arrow misses, but with the second, fired with the help of Mariah's speed infusion, hits.

D3' fort save: [roll0]
D2' fort save: [roll1]

Assuming that Evelynn and Garrus aren't "melee people" for this purpose (they were both firing at range), Gerrin's action is still holding.

Enemy status:
Devilkin 1: 33/33
Devilkin 2: 33/33, stunned
Devilkin 3: 24/33
Devilkin 4: 33/33

Yet to act in the surprise round: Evelynn (free attack), Gerwar, Traig.

Map updated. (https://spreadsheets.google.com/ccc?key=0AnrwSTVjG0mhdHVHdVZXVXRWZGJWQmpHcndkN0RuO Wc&hl=en&authkey=CNDPncIK)

Derjuin
2011-04-22, 01:23 PM
Gerwar

Waiting for her allies to finish their preparations, Gerwar begins a beat on her drum. While this one does not sound as tribal, more like war drums, the sound echoes off the walls and the growling and hissing of dragons can be heard over a faintly celestial choir. Her badge shines for a moment as it infuses her beat with even greater magic.


Waiting for everyone else to take their actions, then using Badge of Valor charge + Words of Creation ([roll0] nonlethal damage). Everyone gains +4d6 Fire damage to their attacks. Using move action to move to H11.



HP: 85/85
AC: 21/14 Touch/18 FF
Saves: F 7/R 13/W 7
Stats: Maintaining Dragonfire Inspiration for +4d6 Fire damage.

senrath
2011-04-22, 01:32 PM
Traig

Claws outstretched, Traig leaped into battle, intent upon tearing into the nearest devilkin.

Charging to I16 (since it's a surprise round I can charge as a standard action), and full-attacking D3 (<3 pounce).

[roll0]
[roll1]

[roll2]
[roll3]

[roll4]
[roll5]

[roll6]
[roll7]

HP: 74/84
AC: 22 (11 Touch, 19 FF)

Ernir
2011-04-22, 03:07 PM
The Forgotten Tower

Traig receives Gerrin's bolstering word as he runs, and uses the enhanced strength to dig all four of his claws into the belly of the devilkin straight ahead.
"Oook?" it says, looks up at Traig once... and then he rips outward with the claws, spraying the creature all over the hall, and cleaving over to its companion with two claws. One of them hits it in the eye, killing it instantly.

But you don't get much time to enjoy the carnage. Around the time the remaining pieces of the two devilkin hit the floor, you hear someone speak behind you.
"Oh, no! You are much too pretty!"
Looking around, you see the shapes of four translucent women. Each of them is young, beautiful, and staring at you with fear and sadness in their eyes.
Four incorporeal creatures have appeared in the other end of the hallway!

Enemy status:
Devilkin 1: 33/33
Devilkin 2: Dead.
Devilkin 3: Dead.
Devilkin 4: 33/33
G1: 26/26
G2: 26/26
G3: 26/26
G4: 26/26

Round 1 begins!
Yet to act in round 1: Everyone.

Map updated. (https://spreadsheets.google.com/ccc?key=0AnrwSTVjG0mhdHVHdVZXVXRWZGJWQmpHcndkN0RuO Wc&hl=en&authkey=CNDPncIK)

Tavar
2011-04-22, 03:27 PM
Gerrin

Once more he intones strange, eldritch words, but this time no ally is aided by his actions.
Ig'nic'tdelw-ak'kitian'veralki'lkiin'as'asdewind

Instead, one of the strange women bursts into flame.

Word of Combustion on G3(position I4). Augmented to 27, -2 on roll because I don't know names.[roll0]. If successful, [roll1] fire damage this round, and then catches fire for 3 rounds.
Word of Combustion on G1(position G4) Augmented to 27, -2 on roll because I don't know names.[roll2]. If successful, [roll3] fire damage this round, and then catches fire for 3 rounds.

Jarian
2011-04-24, 03:33 AM
Evelynn

Evelynn disappears, only to reappear down the southern passage as she punches at the throat of one of the devilkin.

Ghost Step, move to G-16, FALCON PAWNCH!

Gauntlet vs D-1: [roll0] (including bonus for striking from invisble) for [roll1] plus [roll2] fire plus [roll3] sudden strike.

peterpaulrubens
2011-04-24, 11:14 AM
Mariah

Knowledge:religion for what the incorporeal creatures are. [roll0]. Actions pending that result

Ernir
2011-04-24, 05:24 PM
The Forgotten Tower

Something cracks when Evelynn punches the devilkin in the throat, which results in the slight inconvenience of it losing its ability to breathe. It lies gurgling on the ground.

In the other end of the corridor, one of the ghostly women grabs her eyes as Gerrin's words somehow bathe her in white light. "Nononononononono..."
Enemy status:
Devilkin 1: Dead.
Devilkin 2: Dead.
Devilkin 3: Dead.
Devilkin 4: 33/33
G1: 19/26
G2: 26/26
G3: 26/26
G4: 26/26

Yet to act in round 1: Traig, Garrus, Mariah, Wirt, Gerwar

Map updated. (https://spreadsheets.google.com/ccc?key=0AnrwSTVjG0mhdHVHdVZXVXRWZGJWQmpHcndkN0RuO Wc&hl=en&authkey=CNDPncIK)

peterpaulrubens
2011-04-25, 07:43 PM
Mariah

Mariah shields herself with her magic, and then moves into position to bolster her allies while smiting the undead horrors.


Standard: Cast Sheltered Vitality on myself.
Move: Move to I7
Swift: Cast Stabilize. This should be in range to heal everyone but Evelynn for 18 points (though I think only Traig needs any healing). 18 points of positive energy damage to all the ghosts, DC 18 Will Save for half. Since this isn't targetted at an enemy, I think my Aura of Protection is still active.

Current AC: 16
Current HP: 49/49
Current buffs: Sheltered Vitality, DFI

senrath
2011-04-25, 07:52 PM
Traig

Traig steps over to the remaining devilkin and tears into it.

5-foot step to H17, full attacking D4.

[roll0]
[roll1]

[roll2]
[roll3]

[roll4]
[roll5]

[roll6]
[roll7]

HP: 74/84
AC: 24 (13 Touch, 21 FF)

Ernir
2011-04-26, 05:04 PM
Garrus

The now familiar sound of roaring dragonfire bolts fills the air when Garrus starts firing at the ghostly creatures.

@ the ghosties, in order if they start dying:

[roll0] for [roll1]+[roll2]
[roll3] for [roll4]+[roll5]
[roll6] for [roll7]+[roll8]
[roll9] for [roll10]+[roll11]
[roll12] for [roll13]+[roll14]

Ernir
2011-04-26, 05:17 PM
Gerwar

Gerwar, keeping up the beat, moves closer to the front lines.

Move to I17.

Wirt

Wirt follows, silent in his monster-guise.

Move to H16.

Ernir
2011-04-26, 05:56 PM
The Forgotten Tower

For a moment, the fight seems to be well in hand. Traig carves up the last of the devilkin, and Garrus' bolts, while hardly the optimal weapon for the job, simply pack enough of a punch to disintegrate the undead that had already been weakened by Mariah's magic. All but one of the ghostly women disappear again.

The last one raises her hand towards Garrus, and speaks. "No! We're helping you! She won't touch you if we help you!", she says, and with that, Garrus takes off as if a gigantic club had sent him flying. He flies dozens of feet, and lands in the center of the pentagram, the fires dancing happily all around him.
"See! She won't want you if you're all burned up!", the undead woman says with a terrifyingly sincere smile on her face.


Turning again towards the pentagram, trying to think of some way to get Garrus out of there, you are intercepted.
Three more devilkin appear from the corridor to the right (the one to the left on the map, that is), two of them holding flails, the last holding the signature knife and flag-staff of a devilkin shaman. The flail-wielders try their best to cover their eyes as they pass the burning pentagram, but it doesn't seem to bother the shaman in the least. They all stop a few feet from you.
"Ska-hoook!", the shaman shouts towards you, and throws his knife in your direction! It flashes a different color as it flies near each of you, discharging some kind of magical effect in a burst of colored light, and then returns to his hand.

Mariah remembers one more thing. Some incorporeal undead have powerful telekinetic abilities within their haunts. Usable every [roll0] rounds.
And she just used it to throw Garrus into the Pentagram.

Wirt automatically succeeds on the spellcraft check to ID a Whirling Blade spell. The multicolored lights aren't the result of a spell.

@Traig: Attack roll [roll1] for [roll2] points of damage, and a yellow flash. If it hits, [roll3] points of additional electricity damage, reflex save DC 20 for half.
@Evelynn: Attack roll [roll4] for [roll5] points of damage, and a red flash. If it hits, [roll6] points of additional fire damage, reflex save DC 20 for half.
@Wirt: Attack roll [roll7] for [roll8] points of damage, and a violet flash. If it hits, Will save DC 20 or be paralyzed for one minute.

The mundane devilkin stand ready.
[roll9] points of fire damage on D5 from the pentagram
[roll10] points of fire damage on D6 from the pentagram

Enemy status:
Devilkin 1-4: Dead.
Devilkin 5: 50/51
Devilkin 6: 47/51
Devilkin shaman: 44/44

G1-G3: Destroyed.
G4: 26/26

Round 2 begins! Yet to act in round 2: Everyone.

Map updated. (https://spreadsheets.google.com/ccc?key=0AnrwSTVjG0mhdHVHdVZXVXRWZGJWQmpHcndkN0RuO Wc&hl=en&authkey=CNDPncIK)

peterpaulrubens
2011-04-27, 12:03 AM
Mariah

Mariah sets the ghostly thing ablaze with holy energy.

Cast Cure Light Wounds on G4 for [roll0] damage, DC15 Will save for half.

If it dies, move to H10.

Ernir
2011-04-27, 03:38 PM
The Forgotten Tower

The ghost gives off a very high-pitched yell as the light hits her, but she doesn't disappear.

Enemy status:
Devilkin 1-4: Dead.
Devilkin 5: 50/51
Devilkin 6: 47/51
Devilkin shaman: 44/44

G1-G3: Destroyed.
G4: 14/26

Yet to act in round 2: Evelynn, Gerwar, Gerrin, Traig, Wirt

Map unchanged.

Koury
2011-04-27, 04:04 PM
Wirt

The shapechanged boy rushes forward, right past the lesser Devilkin, charging the Shaman.

Move to G21, autopassing both Tumble checks (+17 mod). Only 35 ft of move was used so I don't take the -10 for moving over half my speed, I think. If I'm wrong, change my charge to a regular move-attack.

[roll0] (1/5 IP)
[roll1] (2/5 IP) + [roll2]

Ernir
2011-04-27, 07:15 PM
The Forgotten Tower

Wirt does his best to stab the devilkin leader, but the shaman's staff takes on a life of its own for a moment, and intercepts his blow.

Wirt IDs the staff action as actually being Wings of Cover. :smalltongue:

Enemy status:
Devilkin 1-4: Dead.
Devilkin 5: 50/51
Devilkin 6: 47/51
Devilkin shaman: 44/44

G1-G3: Destroyed.
G4: 14/26

Yet to act in round 2: Evelynn, Gerwar, Gerrin, Traig

Map updated. (https://spreadsheets.google.com/ccc?key=0AnrwSTVjG0mhdHVHdVZXVXRWZGJWQmpHcndkN0RuO Wc&hl=en&authkey=CNDPncIK)

Tavar
2011-04-27, 07:24 PM
Gerrin

Again the strange syllables spill forth, and again the light pours forth, battering the ghost. At the same time, Writ takes on some of those same insubstantial characteristics.

5ft step to I10
Syllable of Entropy;[roll0] DC is 21. If successful [roll1] positive energy damage to the ghost thing.
Syllable of Defense: [roll2] DC is 18. If successful, +3 bonus to Writ's AC for 1 round.

Ernir
2011-05-01, 12:26 PM
Traig

Traig charges forth, his claws still dripping with the blood of the last few devilkin.

Charge, attack G6, then G5 if G6 dies.

Claw1 - [roll0]
Damage - [roll1] + [roll2]

Claw2 - [roll3]
Damage - [roll4] + [roll5]

Claw3 - [roll6]
Damage - [roll7] + [roll8]

Claw4 - [roll9]
Damage - [roll10] + [roll11]

Gerwar

Where Traig charges, Gerwar is not far behind.

Mountain Hammer D6 if it's still alive, DS otherwise:
[roll12] for [roll13]+[roll14]

Evelynn

Evelynn slinks around unseen, going for the shaman's uncomfortable spots.

Ghost step, move to H22, gauntlet shaman:
[roll15] for [roll16] plus [roll17] fire plus [roll18] sudden strike damage.

Ernir
2011-05-01, 01:11 PM
The Forgotten Tower

Gerrin's words cause the ghostly woman to whisk away like a puff of smoke in the wind.

Further south, Traig effortlessly tears apart the last of the devilkin warriors. The rest of the party advances on the shaman. After blocking Wirt and dodging away from Gerwar, it takes Evelynn's gauntlet fully.
Hurt by the blow, it limps back, and launches his blade at you again.

Touch attack on Mariah: [roll0]. If it hits, Mariah takes 4 points of Charisma drain, and G4 heals 5 HP.

Flying kukri attack salvo!
@Wirt: [roll1] for [roll2] points of damage. If it hits, DC 20 fortitude save or be stunned.
@Evelynn: [roll3] for [roll4] points of damage. If it hits, poison! DC 20 fortitude save or take [roll5] points of constitution damage.
@Gerwar: [roll6] for [roll7] points of damage. If it hits, DC 20 will save or be paralyzed.

Round 3 begins!
Wirt, Evelynn and Gerwar each take [roll8] points of fire damage from the pentagram, Traig takes [roll9].

Enemy status:
Devilkin 1-6: Dead
Devilkin shaman: 6/44

G1-G4: Destroyed.

Yet to act in round 3: Everyone.

Map updated (https://spreadsheets.google.com/ccc?key=0AnrwSTVjG0mhdHVHdVZXVXRWZGJWQmpHcndkN0RuO Wc&hl=en&authkey=CNDPncIK).

Koury
2011-05-01, 01:47 PM
Wirt

The boy parrys the incoming blow at the last second before stepping forward and lashing out in a flurry of blade and claw and tooth.

Spend IP on Cunning Defense (3/5) to block attack.

5 ft step to F22. Full attack. Trogs naturally have multiattack so only -2 on secondary attacks, I believe.

[roll0] (4/5)
[roll1] + [roll2]
[roll3] (5/5)
[roll4] + [roll5]
[roll6]
[roll7] + [roll8]

Bonus damage applies to Claw/Bite, right? I'm always so unsure of things regarding natural attacks.:smallredface:

Ernir
2011-05-01, 08:33 PM
The Forgotten Tower

The boy Wirt displays more valor than accuracy in his attacks, the shaman managing to dodge each one.

Enemy status:
Devilkin 1-6: Dead
Devilkin shaman: 6/44

G1-G4: Destroyed.

Yet to act in round 3: Evelynn, Gerrin, Gerwar, Mariah, Traig.

Map updated. (https://spreadsheets.google.com/ccc?key=0AnrwSTVjG0mhdHVHdVZXVXRWZGJWQmpHcndkN0RuO Wc&hl=en&authkey=CNDPncIK)

peterpaulrubens
2011-05-03, 12:04 AM
Mariah

Mariah moves to support her comrades.

Double move to G19. I have no idea how damaged ally'all are... :smalleek:

Tavar
2011-05-05, 06:53 PM
Gerrin
Taking a single step, Gerrin changes targets easily. The syllables rolling off his tongue, and then the flames on Writ slough off, like water, rolling onto the shaman instead.



Word of Combustion on the shaman: [roll0] DC is 27. If works, [roll1] fire damage, and is on fire for 3 rounds.

Reveresed Word of combustion on Writ: [roll2] DC is 24. If it works, Fire Resistance 10 for 2 rounds, and flames on the target are auto-extinguished.

Ernir
2011-05-06, 08:41 PM
The Forgotten Tower

The fires float off Wirt and onto the shaman - where they have a limited effect. It seems to simply roll of, as naturally as water falls off a goose. Still, fire is fire, and burnmarks it leaves behind.

A few feet away, the drums silence, and Gerwar keels over sofly. The shaman manages to cough up a gurgle of victory when it sees it.

Devilkin shaman: 3/44
Other monsters: Destroyed.

Yet to act in round 3: Evelynn, Traig

Map updated (https://spreadsheets.google.com/ccc?key=0AnrwSTVjG0mhdHVHdVZXVXRWZGJWQmpHcndkN0RuO Wc&hl=en&authkey=CNDPncIK)

Ernir
2011-05-12, 08:35 PM
Evelynn

Evelynn is having trouble with the heat, and gets out of the line of fire.

Move to B23

Traig

The smell of blood in the air, Traig leaps on the last, wounded devilkin.

Chaaaaaarge

Claw1 - [roll0]
Damage - [roll1] + [roll2] Will be WoF-ed away anyway

Claw2 - [roll3]
Damage - [roll4] + [roll5]

Claw3 - [roll6]
Damage - [roll7] + [roll8]

Claw4 - [roll9]
Damage - [roll10] + [roll11]

Ernir
2011-05-12, 09:01 PM
The Forgotten Tower

Traig tears out the shaman's throat in a spectacular spray of blood. The monstrous creature takes two steps back, and falls into the burning pentagram, where it very slowly starts cooking, its unnatural resistance to fire protecting it even in death.

Garrus seems to have been less fortunate when it comes to his dealings with the fire. He and his equipment lie smoldering within the pentagram.

[roll0] points of fire damage for Wirt, Traig, and Gerwar before you manage to get out of dodge. [roll1] for Mariah.

Encounter over. Loot!

6x Breastplates, heavy steel shields, and flails from the devilkin.[roll2]*1000GP
[roll3] potions of cure serious wounds

peterpaulrubens
2011-05-13, 02:28 PM
[roll1] for Mariah.

That's entirely mitigated by my Flame's Blessing stance, though, right?

peterpaulrubens
2011-05-16, 01:45 PM
Mariah

Mariah cures Gerwar of his magical bonds, and then tosses the loot into her magic backpack.

Use 10 points of Healing Hands to cure his paralysis.

Ernir
2011-05-17, 07:47 AM
The Forgotten Tower

One by one, you sneak past the Pentagram, Gerrin shielding you as you go. Evelynn goes last, being cornered by the fires, and needing the greatest amount of protection. The protection is up and she is about to start running when a huge, iron grate slams down in front of her, blocking her way. It clearly weighs no less than several tons. Unless you get a team of goatmen to help you, this grate won't budge.
From behind the grate, Evelynn shouts: "What are you waiting for?! Find the switch!"

Map at this point. (https://spreadsheets.google.com/ccc?key=0AnrwSTVjG0mhdHVHdVZXVXRWZGJWQmpHcndkN0RuO Wc&hl=en&authkey=CNDPncIK)

Moving past the pentagram, the main corridors take you past several rooms, which you ignore in favor of finding a way further down, figuring that is the way to the trap controls - and to the treasure. It takes you only a few minutes to find the next flight of stairs.

Once down, you see that the room you have just entered is different from the corridors above. Even if it is cut from the same dark stone, the room you are currently in is some kind of hall. The walls are decorated with rotten tapestries, and the ceiling is held up by massive, carved columns.

You are not in combat. Act and move as you wish.

I changed the color of the Shadowy Illumination (again, I know, I know...). This is less horrible, right? :S

Map updated. (https://spreadsheets.google.com/ccc?key=0AnrwSTVjG0mhdHpOUWRRNS1YTHUzUTlHNTlCcTFxZ EE&hl=en&authkey=CLqO1_gM)

peterpaulrubens
2011-05-17, 01:49 PM
Mariah

Mariah stays well behind her more burly companions.

Yeah, I'm hiding in the back. You'll thank me when I'm alive to heal you! :smalltongue:

Ernir
2011-05-22, 08:12 PM
The Forgotten Tower

The room you are in is quiet. Way too quiet.

It stays that way for a few, tense moments. And then several things start happening. You hear whispers coming from the darkness, and the stone stairs you just stepped away from burst into flames, cutting off the way behind you. Second, the hall suddenly explodes with sound, the noise threatening to overwhelm your senses. Third, peering into the hall looking for your opponents, you see several women, holding bows, skirting the edges of your light.

Round 1 begins.

Wirt auto-IDs the clubs as Spiritual Weapons, and the noise as Sound Bursts. Two Sound Bursts, four Spiritual Weapons.

Everyone takes [roll0] points of sonic damage. Everyone must succeed on two DC 17 Fortitude saves or be stunned for one round!

Yet to act in round 1: Gerrin, Mariah, Traig, Wirt

Gerwar

Gerwar goes into combat mode, the now-familiar dragons flying out and wrapping themselves around Traig's claws, Wirt's dagger, and her own scimitar. She runs forward to face your enemies.

HP: 69/85, 8+[roll1] nonlethal damage.

All out of Inspirational Boost, so it's only +3d6 now.

Map updated. (https://spreadsheets.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdHpOUWRRNS1YTHUzUTlHNTlCcTFxZ EE&hl=en_US&authkey=CLqO1_gM)

Ernir
2011-05-22, 08:33 PM
Oh, and here are the attack rolls from the clubs.

@Traig: [roll0] for [roll1]
@Gerwar: [roll2] for [roll3]
@Wirt: [roll4] for [roll5]
@Gerrin: [roll6] for [roll7]

These are against your FF AC.

peterpaulrubens
2011-05-23, 02:50 PM
Mariah

Fort saves:
[roll0]
[roll1]

peterpaulrubens
2011-05-23, 02:53 PM
Mariah

Fort saves:
[roll0]
[roll1]
Ignore these. Thanks for the 500 ISE, Apache! I love submitting twice and keeping the worst of the rolls.

Ernir
2011-05-25, 04:55 AM
The Forgotten Tower

The skulls of Wirt and Mariah ring with the noise, completely ruining their focus.

Enemy status:
Corrupt Rogues 1-6: 26 HP each.

Yet to act in round 1: Gerrin, Traig

Map unchanged.

senrath
2011-05-25, 08:35 PM
Traig

Traig charged forwards, claws ready to tear into the rogues.

Charge to M-9 to attack C3.

[roll0]
[roll1]
[roll2]

[roll3]
[roll4]
[roll5]

[roll6]
[roll7]
[roll8]

[roll9]
[roll10]
[roll11]

HP: 74/104
AC: 22 (11 Touch, 19 FF)

Tavar
2011-05-25, 09:26 PM
Gerrin

Powering through the sudden noise, he ignores the clubs for now, letting the one striking him simply scrape off his armor, instead focusing on the archers. Pointing to to, he somehow says a long syllable, weakening them greatly.


Two syllables of affliction, augmented at +6 to bestow the sickened condition, if check is made. DC is 26, and I'm at a -2 disadvantage because I'm using nicknames.

Targeting corrupt rogue CR3 at M10. [roll0]
Targeting corrupt rogue CR2 at k11. [roll1]

Ernir
2011-05-26, 09:12 AM
The Forgotten Tower

Traig rends the corrupted rogue deeply from shoulder to hip, killing her instantly.

Gerrin's words sap the strength from two of the women, their bow arms noticeably dropping. One seems to think better of it and turns back to casting a spell. Two of the others join her, the debilitating noises forming a chorus. The remaining two take up their bows, and aim at Traig.
Round 2 begins!

CR1 fires @ Traig: [roll0] for [roll1]. 1 misses: [roll2]
CR2 fires @ Traig: [roll3] for [roll4] 1 misses: [roll5]
CR4 and 6 cast a Sound Burst catching Mariah, Gerrin, and Wirt. Make 2x DC 17 fort saves or be stunned for one round. Take [roll6] points of sonic damage.
CR5 fires a Sound Burst catching Gerwar and Traig. Make a DC 17 fort save or be stunned for one round. Take [roll7] points of sonic damage.

Spiritual Weapon attacks:
@Traig: [roll8] for [roll9]
@Gerwar: [roll10] for [roll11]
@Wirt: [roll12] for [roll13]
@Gerrin: [roll14] for [roll15]

Enemy Status:
CR1: 26/26
CR2: 26/26, sickened
CR3: Dead!
CR4: 26/26
CR5: 26/26, sickened
CR6: 26/26

Yet to act in round 2: Gerrin, Mariah, Traig, Wirt.

Gerwar

Gerwar begins moving to attack the two that fired on Traig, but is caught head-on by one of the blasts of sound. She skids to a halt, and her cutlass falls to the ground with a clang.
HP: 63/85, 16 nonlethal damage

Map updated. (https://spreadsheets.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdHpOUWRRNS1YTHUzUTlHNTlCcTFxZ EE&hl=en_US&authkey=CLqO1_gM)

peterpaulrubens
2011-05-26, 09:30 AM
Mariah
Fort saves:
[roll0]
[roll1]

Tavar
2011-05-26, 10:54 AM
The sounds rend him, and force Gerrin to struggle to maintain even a semblance of concentration.
Fort saves:
[roll0]
[roll1]

Stunned for one round. I no longer know hp totals, or how they would relate to my absolute limit.

peterpaulrubens
2011-05-26, 10:49 PM
Mariah

Mariah recovers and starts casting to turn the tide of battle.

Cast Stabilize. +21 HP to everyone.

AFB today. Can't remember what action stabilize is. If I have a standard action still, use my wand of mass snakes swiftness on whomevers in melee. Catch as many as I can.

Sorry for the lag, crazy day.

Note to self: update char sheet. Mark off 2nd level spell, wand charge?, and +10 net HP.

senrath
2011-05-29, 06:01 PM
Traig

Roaring furiously, Traig continued his assault.

Charge to K-9 to attack CR1.

[roll0]
[roll1]
[roll2]
[roll3]

[roll4]
[roll5]
[roll6]
[roll7]

[roll8]
[roll9]
[roll10]
[roll11]

[roll12]
[roll13]
[roll14]
[roll15]

HP: 89/104
AC: 22 (11 Touch, 19 FF)

Koury
2011-05-30, 02:40 PM
Wirt

The transmuted boy moves forward, the ringing in his ears threatening to overcome him. He does his best to dodge the clubs surrounding him and he tries to weave one of the many spells her learned watching the old witch in Tristram.

Tumble (Autopass both checks; +17 mod) to M6.

Cast Grease at J/K 10/11 (1/5 IP used). Reflex DC 16.

Ernir
2011-05-30, 07:51 PM
The Forgotten Tower

Traig has trouble hitting the rogue in the darkness, but two claws connect, and that's enough to send her bleeding to the ground. The one standing next to her is caught in the spell cast by Wirt, but she remains on her feet.

The rogue standing on the grease returns to casting, the bow being of little use on treacherous ground. A single blast of sound emanates from between Gerwar and Traig, threatening to stun them again. The rest take up their bows, and snipe at those they can reach before running towards cover.

Round 3 begins.

CR2 casts Sound Burst, catching Traig and Gerwar. 1x DC 17 Fortitude save or be stunned for one round. Take [roll0] points of sonic damage. (Rolling Gerwar's save here: [roll1])
Move out of the grease on a successful balance check: [roll2]
CR4 fires arrow at Gerrin: [roll3] for [roll4]
CR5 fires arrow at Wirt: [roll5] for [roll6]
CR6 fires arrow at Wirt: [roll7] for [roll8]

Enemy Status:
CR1: Dead!
CR2: Sickened
CR3: Dead!
CR4: Healthy
CR5: Sickened
CR6: Healthy

Yet to act in round 3: Everyone.

Ernir
2011-05-30, 07:58 PM
Why do I forget these?

Spiritual Weapon attacks:
@Traig: [1d20+8[/roll] for [roll0]
@Gerwar: [roll1] for [roll2]
@Wirt: [roll3] for [roll4]
@Gerrin: [roll5] for [roll6]

Gerwar

Gerwar recovers her weapon, and steps to follow one of the archers. Her blade catches her in the foot, causing a great wound.

Pick up cutlass, 5' step towards CR5, Mountain Hammer:

[roll7] for [roll8]+[roll9] fire damage

HP: 68/85

Map Updated (https://spreadsheets.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdHpOUWRRNS1YTHUzUTlHNTlCcTFxZ EE&hl=en_US&authkey=CLqO1_gM)

Tavar
2011-05-30, 08:35 PM
A series of guttural sounds escape from Gerrin's throat, ending in a series of hacking coughs.

5 ft step from L3 to L4
Two syllables of affliction, augmented at +6 to bestow the sickened condition, if check is made. DC is 26, and I'm at a -2 disadvantage because I'm using nicknames.
First is targeting CR 6 [roll0]
Second CR 4 [roll1]

That's it.

senrath
2011-06-03, 12:42 AM
Traig

Stepping carefully around the slick patch of floor, Traig lashed out at the rogue with all four of his mighty claws.

5-foot step to M10 and attack CR2.

[roll0]
[roll1]
[roll2]
[roll3]

[roll4]
[roll5]
[roll6]
[roll7]

[roll8]
[roll9]
[roll10]
[roll11]

[roll12]
[roll13]
[roll14]
[roll15]

HP: 81/104
AC: 24 (13 Touch, 21 FF)

Koury
2011-06-03, 07:42 AM
Wirt

The boy moves forward and around the column, attacking in what look to be a poor imitation of a fighting stance and attack style. Wirt is clearly imitating something he has seen before.

Tumble to P6
[roll0] (2/5)
[roll1] + [roll2]

Ernir
2011-06-03, 10:50 PM
Mariah

Mariah fires off a charge of her wand. Gerwar's cutlass immediately springs into action again, finishing the work she had begun on the rogue.

Mass Snake's Swiftness catching Traig and Gerwar, but Traig is suffering from a lack of targets.

The Forgotten Tower

The tide of battle turns around completely as Traig opens up the throat of one of the rogues, Gerwar slays another, and Wirt stabs the third. Only two remain, cornered.

The disembodied weapons strike out once more, but that was apparently all they had in them, they disappear into thin air after this last barrage of synchronized attacks.
Spiritual Weapon attacks:
@Traig: [roll0] for [roll1]
@Gerwar: [roll2] for [roll3]
@Wirt: [roll4] for [roll5]
@Gerrin: [roll6] for [roll7]

Arrows:
CR4@Wirt: [roll8] for [roll9]
CR6@Wirt: [roll10] for [roll11]

Enemy Status:
CR1: Dead!
CR2: Dead!
CR3: Dead!
CR4: Wounded
CR5: Dead!
CR6: Sickened

Yet to act in round 4: Everyone.

Gerwar

With her target dead, Gerwar turns around to assist Wirt.

Double-move to O4.

HP: 68/85

Map updated. (https://spreadsheets.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdHpOUWRRNS1YTHUzUTlHNTlCcTFxZ EE&hl=en_US&authkey=CLqO1_gM#gid=0)

senrath
2011-06-05, 01:50 PM
Traig

Traig quickly moved into position for another attack.

Double move to Q7

Tavar
2011-06-05, 02:13 PM
Gerrin

As he speaks, he seems to grow in size and stature, and the shadows move about him, making him seem worse than any nightmares you've ever had.
5 ft step to M4.
Phrase of Fear on CR6; DC is 22, [roll0]. If successful, target is shaken for 5 rounds.

Phrase of Fear on CR4; DC is 22, [roll1]. If successful, target is shaken for 5 rounds.

peterpaulrubens
2011-06-05, 10:10 PM
Mariah

Mariah moves to see Traig clearly and then heals him.

Move to N7 and then cast Cure Light Wounds for [roll]1d8+25 healing. Overheal becomes temporary HP.

Ernir
2011-06-09, 08:18 PM
The Forgotten Tower

The two remaining Rogues cower in fear in the corner, dropping their bows, and taking up clubs to defend themselves in a hopeless melee.

Wirt

Wirt moves in again, claw raised.

@CR4: [roll0] for [roll1]+[roll2]

Ernir
2011-06-09, 08:25 PM
The Forgotten Tower

Wirt slashes the rogue horribly, but somehow she hangs on to life. The pair of them retaliate against Wirt, but the effort is feeble, and you can see in their eyes that they know they are already dead.

Draw clubs. Use clubs on Wirt:

[roll0] for [roll1]
[roll2] for [roll3]

Enemy Status:
CR1: Dead!
CR2: Dead!
CR3: Dead!
CR4: Badly wounded, shaken
CR5: Dead!
CR6: Shaken, sickened

Yet to act in round 5: Everyone.

Map updated (https://spreadsheets.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdHpOUWRRNS1YTHUzUTlHNTlCcTFxZ EE&hl=en_US&authkey=CLqO1_gM)

peterpaulrubens
2011-06-10, 08:15 PM
Mariah

Mariah moves for a clear sight line and uses her wand.

Move to N5. Use a charge of Mass Snakes Swiftness centered on P5. Gerwar and Wirt get a free attack.

Tavar
2011-06-10, 09:43 PM
As he speaks, fire springs into being around the two rogues, turning them into torches.

Word of Combustion twice. DC 27 each time. First is against CR6, second against CR4

[roll0] [roll1] fire damage

[roll2] [roll3] fire damage

Koury
2011-06-11, 01:56 PM
Wirt

The boy does his best to end this fight, aided by his allies magic.

Target C4 until dead, then switch to C6.

[roll0] (3/5)
[roll1] + [roll2]
[roll3] (4/5)
[roll4] + [roll5]
[roll6]
[roll7] + [roll8]

Snake's Swiftness:
[roll9] (5/5)
[roll10] + [roll11]

senrath
2011-06-11, 10:14 PM
Traig

Traig does nothing, content to let his allies handle things.

Ernir
2011-06-12, 10:41 PM
The Forgotten Tower

Wirt and Gerwar lash out like snakes when the burst of speed hits you, the more wounded of the rogues losing her head, and the other getting a claw to the belly. The last rogue goes down in a barrage of steel, claws, and fire from both Gerrin and Gerwar.

When the fighting ends, you have a chance to admire the surroundings, now that Mariah's sunrod is deeper inside the room.
What draws the eye is a dark, bloodstained altar next to what looks like a font full of blood. The stains look old, but the blood in the font looks so fresh it can't have been there for more than a few minutes.

The furniture is not your immediate concern, however. From an open door to the southeast, you hear the sounds of a woman chanting in the dark language of the Abyss! Gerrin manages to translate the last few words:

"... and your blood will boil."

The chanting is getting louder, as if it's coming closer.
You may roll spellcraft checks.

Encounter over (yes, IP refresh for Wirt), but I'm not sure if you're looting right away. What will you be up to in the next few seconds?

Map updated. (https://spreadsheets.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdHpOUWRRNS1YTHUzUTlHNTlCcTFxZ EE&hl=en_US&authkey=CLqO1_gM)

Ernir
2011-06-17, 08:33 PM
The Forgotten Tower

Gerwar's drums and the woman's chanting both continue. The chanting is a low murmur until it explodes with a final syllable. Immediately after, the font of blood starts boiling and splashing to the ground.

From the blood rise two gargantuan beasts, but where a glimmer of life should be seen in their eyes, you only see a faint glow of fire.

You can see firelight coming from the door to the right.
The chanting is identified as Summon Undead IV (Spell Compendium).

Enemy (HP) status:
Z1: 65/65
Z2: 54/54

Round 1!
Yet to act in round 1: Everyone.
Map updated. (https://spreadsheets.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdHpOUWRRNS1YTHUzUTlHNTlCcTFxZ EE&hl=en_US&authkey=CLqO1_gM)

Tavar
2011-06-17, 10:55 PM
Focusing his effort, Gerrin attempts to shield Triag, as well as make his deadly animal nature even moreso.

Word of battle and Word of Defense on Triag. I only fail on a 1.
+3 to hit and damage, +3 to AC. Each for 2 rounds.
[roll0]
[roll1]

peterpaulrubens
2011-06-17, 11:17 PM
Mariah

Seeing the glimmer of fire in the creatures eyes, Mariah fears the worst and move to protect her comrades with her magic.

Move to P5 and cast Mass Resist Energy (fire). Should hit us all IIRC, though I'm AFB. 20 points of fire resistance to whomever it affects.

Koury
2011-06-18, 01:55 PM
Wirt

Wirt moves into position to strike, attempting to change the battlefield to his allies advantage as he does so.

Move to L8.
[roll0] (vs DC 20)to burn charge on wand.
If successful, Grease centered on Z2. Reflex DC 11.

Ernir
2011-06-18, 11:18 PM
The Forgotten Tower

Traig's muscles tighten as Gerrin speaks, and you all feel a soothing coolness wash over you from Mariah's spell.

Wirt's spell adds slippery grease to the puddle of blood on the floor. The unliving gargantuan beast slips in it, and falls.

Enemy status:
Z1: 65/65
Z2: 54/54, prone

Yet to act in round 1: Traig.

Gerwar

Gerwar springs out from behind the columns, and seizes the opportunity while the dead creature is on the ground. She soars towards it, cutlass in hand, but it seems that this maneuver was precisely what the creatures were ordered to wait for, and her charge is greeted by heavy, blunt objects. Her blade strikes true, but takes two hits before she gets there.

Z1: Readied attack: [roll0] for [roll1]
Z1: AoO: [roll2] for [roll3]
Z2: Readied attack: [roll4] for [roll5]
Z2: AoO: [roll6] for [roll7]

Sudden leap to get in range (auto-success), then charge Z2:
Gerwar's attack on the Zombie: [roll8] for [roll9]+[roll10] fire

HP: 68/85 (Roll results above [against AC 19] not counted in. PPR, if you want to have spent time fixing this one way or another, you can.)
EDIT: Updated HP: 56/85.


Maneuvers and stances:

Mountain Hammer (Ready)
Steel Wind (Ready)
Stone Bones (Not ready)
Soaring Raptor Strike (Ready)
Sudden Leap (Expended)

Bolstering Voice (Not active)
Leaping Dragon Stance (Active)

peterpaulrubens
2011-06-18, 11:54 PM
HP: 68/85 (Roll results above [against AC 19] not counted in. PPR, if you want to have spent time fixing this one way or another, you can.)

Yep. I'll mark off a Cure Minor Wounds spell for +21 HP, which should start the fight with Gerwar at max.

senrath
2011-06-20, 11:07 AM
Traig

Eying the enemies, Traig decided to move into a better position.

Move to K7.

Ernir
2011-06-21, 04:27 PM
The Forgotten Tower

The grease conjured by Wirt quickly disappears, and the undead creature rises again. Gerwar manages to hack of several important pieces as it does so, but it keeps going, paying its own status no more attention than the mindless dead usually do.

The melee dominates the scene - until you notice the light coming from the door to the east getting brighter.
Through the door steps a woman. You can tell that she must once have been beautiful. But now, all that remains is a demon, hammered into shape at the hellforge. She is surrounded by a halo of flame and where her eyes should be there are only two burning cavities, filled with fire. In her left hand she carries a shield, and in the other a morning star, visibly dripping with fresh blood.
She laughs at you, a mad, joyless laughter. And as she laughs, her voice gets deeper, and she expands towards the ceiling. The heat of the flames surrounding her magnifies, only Mariah's spell keeping you from getting torched.

Laughter is identified as Righteous Might.
There is some fire damage going on, but Resist Energy 20 takes care of it.

I didn't intend to use this fight to kill Gerwar off specifically, but here goes...
Z1@Gerwar: [roll0] for [roll1]
Z2 stands up, provoking AoO from Gerwar. She hits, 13 damage.
Z2@Gerwar: [roll2] for [roll3]

Enemy status:
The Countess: 114/114
Z1: 65/65
Z2: 22/54

Yet to act in round 2: Everyone.


Map updated. (https://spreadsheets.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdHpOUWRRNS1YTHUzUTlHNTlCcTFxZ EE&hl=en_US&authkey=CLqO1_gM)

Tavar
2011-06-21, 10:13 PM
Gerrin
Eyes glowing, Gerrin steps forward.
Kaz'nelack Matrina, Come Fourth!
As he says this, a figure steps out of thin air next to Gerwar. Indistinct at first, it quickly solidifies, becoming a slighly taller, buffer purple tinted man, but with great sythe blades for arms.

5ft step forward.

Spending 7 power points and making a DC 22 truenaming check-[roll0]
Putting an Astral Construct into the Field. It is Durable(+3 truespeak bonus on any manifester level checks made to protect them against dispel psionics or a similar effect, and a +3 truespeak bonus on saving throws to resist dismiss ectoplasm), and is a 3rd level AC (http://www.d20srd.org/srd/psionic/monsters/astralConstruct.htm). It has the Improved Grap, Improved Natural Attack, and Buff special abilities.

It comes into play at N11, and makes an attack on the zombie. [roll1], damage [roll2]

peterpaulrubens
2011-06-22, 02:10 PM
Mariah

With the Countess' new-found demonic embiggenment, Mariah decides the zombie minions must be crushed so the party can focus on the main threat.


Move action: Move to L9.

Swift action: Cast Stabilize. +21 HP to all party members, extra HP goes to temp HP if they have a wound more than half their HD. 21 damage to both zombies (and the Countess if she's undead, though I'm pretty sure she's a demon), DC16 Will save for half.

Standard action: Contingent on whether Z2 is still standing after Tavar's astral construct attacks it and my Stabilize goes off.
If Z2 is down, cast Cure Critical Wounds on Z1 for [roll0] damage, DC18 Will save for half.
If Z2 is still fighting, cast Mass Cure Light Wounds on Z1 and Z2 for [roll1] damage, DC18 Will save for half.

As soon as it's not my turn, if Z1 is still fighting: Cast Close Wounds on Z1 for [roll2] damage, DC16 Will save for half.


Worst case scenario is that the Astral Construct misses and Z2 saves vs. my Stabilize, leaving it with 12HP. Even a save vs. MCLW still puts it down, and Z1 takes a shload of damage.


I've marked off two 2nd level spells and a 4th level spell. If I don't end up firing Close Wounds, I'll get a 2nd level slot back. Don't die in the upcoming round guys, cuz I probably used my saveyerbuttwithclosewounds immediate action. :smalltongue:

Ernir
2011-06-22, 07:37 PM
The Forgotten Tower

Gerrin begins summoning an ally to help you in this fight, but be it the influence of demonic energies or something else, something goes wrong, and the creature beings to fade out.

Meanwhile, Mariah blasts the zombies with wave after wave of holy energy. The one Gerwar had begun hacking at succumbs easily. The other is more stubborn, but it falls too when the final spell scorches away most of what remained of its undead flesh.

Enemy status:
The Countess: 114/114
Z1: Destroyed
Z2: Destroyed

Yet to act in round 2: (Gerwar), Traig, Wirt

Map updated. (https://spreadsheets.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdHpOUWRRNS1YTHUzUTlHNTlCcTFxZ EE&hl=en_US&authkey=CLqO1_gM) (The lighting is off ATM, but it's kind of irrelevant since all combatants are illuminated anyway.)

Koury
2011-06-23, 01:36 PM
Wirt

The stinking lizard moves into a better position and does his best to distract the Countess as he does so.

Move to P9
[roll0] vs DC 20 to burn another charge on my wand. (47/50) DC 11. Not expecting her to fail, but maybe she can only half move and hopefully she is lacking Balance (maybe? :smalltongue:)

Ernir
2011-06-23, 03:06 PM
The Forgotten Tower/Gerwar

Wirt creates another patch of grease beneath the Countess, who stumbles for a second, but retains her footing.

Gerwar seizes the opportunity as soon as Wirt's wand goes off. She leaps into the air, burning sword aimed at the face of the Countess.
The demon manages to lean away from the blow at the last possible moment, but she loses her footing, and the blade catches her right beneath the eye anyway, shield, armor, and unholy spells counting for nothing.
The wound bleeds generously, and she is on the ground, but you can tell she is far from giving up.
Enemy status:
The Countess: 89/114, prone
Z1: Destroyed
Z2: Destroyed

Yet to act in round 2: Traig
5' step southeast, Soaring Raptor strike against the countess.
Her damage was reduced due to damage reduction.

HP: 77/85.

Maneuvers and stances:

Mountain Hammer (Ready)
Steel Wind (Ready)
Stone Bones (Not ready)
Soaring Raptor Strike (Expended)
Sudden Leap (Expended)

Bolstering Voice (Not active)
Leaping Dragon Stance (Active)

Map updated. (https://spreadsheets.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdHpOUWRRNS1YTHUzUTlHNTlCcTFxZ EE&hl=en_US&authkey=CLqO1_gM)

senrath
2011-06-24, 12:48 AM
Traig

Grumbling and cursing under his breath as he realized that he'd positioned himself incorrectly, Traig moved yet again.

Move to K13.

Ernir
2011-06-24, 06:04 AM
The Forgotten Tower

One moment the Countess is on her feet, the next she is standing up, knocking the feet out from under Gerwar, and bringing the morning star down on the woman's chest with such force that you can't help but wonder whether Gerwar's shape was imprinted on the stone floor.

The mithral armor keeps Gerwar in one piece, but she's on the floor, and badly wounded.

Gerwar just ate 51 points of damage from an attack + trip + another attack routine, and is on the floor.

The Countess: 89/114
Z1: Destroyed
Z2: Destroyed

Yet to act in round 2: Everyone.
Map updated. (https://spreadsheets.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdHpOUWRRNS1YTHUzUTlHNTlCcTFxZ EE&hl=en_US&authkey=CLqO1_gM)

Tavar
2011-06-24, 08:59 PM
Gerrin
Dumbstruck for a second when the creation fails, Gerrin instead grits his teeth, and focuses on Traig, redoubling the previous effects.




[roll0] If not a natural one, Triag gets +4 to attacks and damage for 1 round.
[roll1] If not a natural one, Triag gets +4 to AC for 1 round.

peterpaulrubens
2011-06-26, 11:33 PM
Mariah

Seeing the ferocious onslaught upon the fallen Gerwar, Mariah heals her wounds.

Cast Cure Serious Wounds on her for [roll0] healing.

Koury
2011-06-29, 01:59 PM
Wirt

Wirt decides to try and keep the Countess off balance, hoping his party will benefit.

[roll0] vs DC 20.
If successful, DC 11 Reflex.

Ernir
2011-06-29, 09:13 PM
The Forgotten Tower

Mariah magically knits Gerwar back together, her ribs reassembling themselves with uncomfortable-sounding creaks. Traig's muscles bulge with renewed power as Gerrin speaks, and the countess finds herself on treacherous footing again due to Wirt's efforts.

The Countess: 89/114, balancing
Z1: Destroyed
Z2: Destroyed

Yet to act in round 2: Traig.

Gerwar

Gerwar uses the moment when the countess is off balance to stand up and deliver a blow in retaliation, but she is still half-dazed herself, and the attack whiffs.

Stand up, Mountain Hammer on the Countess: [roll0] for [roll1] +[roll2] fire damage

HP: 73/85.

Maneuvers and stances:

Mountain Hammer (Expended)
Steel Wind (Ready)
Stone Bones (Not ready)
Soaring Raptor Strike (Expended)
Sudden Leap (Expended)

Bolstering Voice (Not active)
Leaping Dragon Stance (Active)


Map unchanged. (https://spreadsheets.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdHpOUWRRNS1YTHUzUTlHNTlCcTFxZ EE&hl=en_US&authkey=CLqO1_gM)

senrath
2011-06-29, 09:27 PM
Traig

With a loud cry, Traig charged at the Countess, his claws seeking her flesh.

Charge and full attack.

[roll0]
[roll1]
[roll2]

[roll3]
[roll4]
[roll5]

[roll6]
[roll7]
[roll8]

[roll9]
[roll10]
[roll11]

Ernir
2011-07-01, 06:30 AM
The Forgotten Tower

Traig charges the countess with enough force to tear apart any ten ordinary men, but she proves to be tougher still. One claw fails to penetrate her armor, another she blocks with her shield, the third is kept at bay by some magic, only one finding flesh. Still, with her still standing on the grease, that is enough to knock her down again.

Being on the ground doesn't mean she is helpless, though. For a moment, you feel your magical defenses being pulled at to the point of bursting, and she breathes a cone of fire at those standing above her before trying to get to her feet.

Only one of Traig's attacks hits, and its damage was reduced by damage reduction.

Countess casts Dispel Magic, see OoC thread.

Countess casts a Frost Breath (Spell Compendium) that deals fire damage. [roll0] fire damage, DC 16 reflex save or be dazed for one round. I'm AFSpC, but I think that's how the spell works... I'll correct it if it isn't.
Gerwar's Reflex: [roll1]

Countess stands up. Traig and Gerwar get an AoO, if they aren't dazed.
Gerwar's AoO: [roll2] for [roll3]+[roll4] fire



The Countess: 84/114
Z1: Destroyed
Z2: Destroyed

Yet to act in round 3: Everyone.

Map updated. (https://spreadsheets.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdHpOUWRRNS1YTHUzUTlHNTlCcTFxZ EE&hl=en_US&authkey=CLqO1_gM)

Ernir
2011-07-02, 04:56 PM
The Forgotten Tower

Wirt, Traig, and Gerwar feel their magical protections failing. Suddenly, the fires coming from the countess feel much more threatening.

The Countess: 84/114
Z1: Destroyed
Z2: Destroyed

Yet to act in round 3: Everyone.
Map updated. (https://spreadsheets.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdHpOUWRRNS1YTHUzUTlHNTlCcTFxZ EE&hl=en_US&authkey=CLqO1_gM)

peterpaulrubens
2011-07-08, 12:15 AM
Mariah

Mariah uses her wand.

Use a charge of Mass Snake's Swiftness, centered at N12. Traig and Gerwar get a free attack.

Tavar
2011-07-08, 12:23 AM
Gerrin

A string of syllables, and the faded protections mean nothing. Now the flames avoid them of their own accord.

Using word of Combustion twice.
Traig: [roll0], DC 27. If successful, Fire Resistance 15 for 3 rounds.
Gerwar: [roll1], DC 27. If successful, Fire Resistance 15 for 3 rounds.

senrath
2011-07-08, 12:50 AM
Traig

Shaking himself off, Traig continued his assault.


[roll0]
[roll1]
[roll2]

[roll3]
[roll4]
[roll5]

[roll6]
[roll7]
[roll8]

[roll9]
[roll10]
[roll11]

[roll12]
[roll13]
[roll14]

[roll15]
[roll16]
[roll17]

Ernir
2011-07-11, 08:57 PM
Wirt

Wirt tries to fire off another charge of his wand, but instead of creating an area of slipperiness, only a few feeble sparks fly from it.

UMD: [roll0], DC 20, trying to lube up the area beneath the Countess once more...

If it succeeds, here's the DC 11 Reflex: [roll1]

Ernir
2011-07-11, 09:09 PM
Gerwar

Gerwar launches an all-out attack on the countess, trying to bring her down with a flurry of blows. However, she completely fails to penetrate her defenses, and accomplishes nothing but getting her arms burned on the fires that can now suddenly harm her.

Full attack on the Countess, refresh maneuvers.

[roll0] for [roll1] +[roll2] fire damage. Gerwar takes [roll3] fire damage herself.
[roll4] for [roll5] +[roll6] fire damage. Gerwar takes [roll7] fire damage herself.

HP: 52/85 (taking the above into account)

Maneuvers and stances:

Mountain Hammer (Ready)
Steel Wind (Ready)
Stone Bones (Not Readied)
Soaring Raptor Strike (Ready)
Sudden Leap (Ready)

Bolstering Voice (Not active)
Leaping Dragon Stance (Active)

Ernir
2011-07-11, 09:49 PM
The Forgotten Tower

Traig has more luck than Gerwar. The flames part when his claws approach, and do not burn him, and two of his claws managing to pierce her layers of protection and scratch the flesh underneath.

The countess looks down, and for the first time, seems to realize how many bleeding wounds she has suffered.

She is not pleased. Her eyes truly burn, her mouth contorts in rage, and she launches a terrifying counterattack. "And now. You. DIE!!!", she screams, her morning star spraying blood left and right as she swings it.

Everyone takes [roll0] points of fire damage (obviously not relevant for those with active fire resistance). DC 18 Fortitude save negates.

The Countess does a full attack on Gerwar. Redirecting remaining attacks (if any) to Traig if Gerwar collapses:
[roll1] for [roll2]
[roll3] for [roll4]
[roll5] for [roll6]
[roll7] for [roll8]

If any of these hits Gerwar, trip attempt:
[roll9], opposed by Gerwar's [roll10]
If the countess succeeds, here's an extra attack:
[roll11] (-5 if it's on the last attack) for [roll12]

If any of these hits Traig, trip attempt:
[roll13], opposed by Gerwar's [roll14] stuff in the OOC thread
If the countess succeeds, here's an extra attack:
[roll15] (-5 if it's on the last attack) for [roll16]

The Countess: 71/114
Z1: Destroyed
Z2: Destroyed

Yet to act in round 4: Everyone.

Map unchanged. (https://spreadsheets.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdHpOUWRRNS1YTHUzUTlHNTlCcTFxZ EE&hl=en_US&authkey=CLqO1_gM)

peterpaulrubens
2011-07-12, 12:34 AM
Mariah

Mariah counters the Countess' assault as best she can.

Cast Close Wounds on Gerwar just after the first attack, healing [roll0]. See OOC thread for the domino effect that occurs..

Holding off on declaring my standard/move actions till the party gives some feedback on whether we're fighting or running.

peterpaulrubens
2011-07-13, 02:00 AM
Mariah

Finishing off my turn.
Move to N11 and use my Scroll of Town Portal, opening it at N12 (over Gerwar's body).

Positioned so everyone can get there in one round (I think....), and Traig gets the opportunity to 5' step to it. That way he can full attack and still escape if she lives through his attack.

Ernir
2011-07-15, 11:12 AM
The Forgotten Tower

The countess makes good of her words. She batters Gerwar with savage blows, again and again. Mariah stands behind her, trying the best she can to keep her alive, but when the morning star collides with Gerwar's head, no magic can save her. Her head bashed in, Gerwar falls to the ground, dead. The countess attempts to finish off Traig as well, but she had overextended herself when attacking Gerwar, and the clawed man escapes unscathed.

Considering their situation, Mariah opens up a town portal next to Traig, the survivors prepared to leave at a moment's notice.
The Countess: 71/114
Z1: Destroyed
Z2: Destroyed

Yet to act in round 4: Gerrin, Traig, Wirt
Map updated. (https://spreadsheets.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdHpOUWRRNS1YTHUzUTlHNTlCcTFxZ EE&hl=en_US&authkey=CLqO1_gM)

Tavar
2011-07-15, 11:41 PM
Gerrin

No! Dammit it all. Rask'nazatul fagantamat.
A slight chill enters the room, despite the fire, and Traig's defenses are redoubled.
Incantation to speak Chill the Metal. DC 23 check. [roll0] If successful, as Chill Metal (http://www.d20srd.org/srd/spells/chillMetal.htm) spell with no Saving throw, and +2d4 dice of cold damage. Lasts 7 rounds.

Also, Word of Defense: DC 18. +4 bonus to AC for 1 round. Only fail on a natural 1. [roll1]

Ernir
2011-07-18, 05:06 AM
The Forgotten Tower

Suddenly, hoarfrost covers the countess. She hisses, like some beast caught off guard.

The Countess: 71/114
Z1: Destroyed
Z2: Destroyed

Yet to act in round 4: Traig, Wirt

Map unchanged.

senrath
2011-07-20, 11:18 PM
Traig

"Die already!" Traig roared, his claws still seeking the Countess's flesh.

[roll0]
[roll1]
[roll2]

[roll3]
[roll4]
[roll5]

[roll6]
[roll7]
[roll8]

[roll9]
[roll10]
[roll11]

Koury
2011-07-21, 07:05 AM
Wirt

Realizing he has temporarily broken his wand, Wirt decided its time to attack.

[roll0] (2/5) to P12, tumbling to avoid any AoOs (autosuccess; +17 mod).
[roll1] + [roll2]

Ernir
2011-07-21, 08:51 PM
The Forgotten Tower

Traig and Wirt close in and try to slash the countess, but her armor stays true, and only one of Traig's claws getting through.

Her retaliation is fearsome to behold. Her morning star hisses in the air as she swings it, each blow seemingly powerful enough to turn a warhorse into a bloody pulp. But fast as they are, they are delivered with more wild anger than finesse, and Traig manages to dodge every single one.

Everyone takes [roll0] points of fire damage. DC 18 Fortitude save negates.
All of the countess' attacks miss.
Traig's damage was reduced due to damage reduction, as before.

The Countess: 65/114
Z1: Destroyed
Z2: Destroyed

Yet to act in round 5: Everyone.

Map updated. (https://spreadsheets.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdHpOUWRRNS1YTHUzUTlHNTlCcTFxZ EE&hl=en_US&authkey=CLqO1_gM)

peterpaulrubens
2011-07-22, 08:29 PM
Mariah

Mariah tries to counter the Countess' diabolical magic.

Cast Dispel Magic targeting The Countess.
A whole bunch of Dispel rolls, use as needed. Lemme know if I need more(!).
[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]

Ernir
2011-07-23, 03:55 PM
The Forgotten Tower

The countess exhales with a hiss when Mariah strips her of some of her magic. All the fires except for those in her eyes die out, and her size returns to human proportions. With the fires replaced with hoarfrost that is building up on her breastplate, and her now being no taller than the men in the party, she suddenly looks a lot less dangerous.

The Countess: 45/104 <- includes the cold damage from Gerrin
Z1: Destroyed
Z2: Destroyed

Yet to act in round 5: Gerrin, Traig, Wirt.

Map updated. (https://spreadsheets.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdHpOUWRRNS1YTHUzUTlHNTlCcTFxZ EE&hl=en_US&authkey=CLqO1_gM)

Koury
2011-07-23, 08:59 PM
Wirt

Wirt seizes his chance, doing his best to end this fight.

5 ft step to P13
[roll0] to initiate a trip attempt.
This provokes an AoO if I count as unarmed even though I have claws.
If successful, [roll1]. If I can, I use an IP for +5, but I don't think I can.

Either way, tripped or not, here is the rest of my full attack.
[roll2] (3/5)
[roll3] + [roll4]
[roll5]
[roll6] + [roll7]

Ernir
2011-07-24, 04:06 PM
The Forgotten Tower

Wirt tries to catch the countess from behind in the hamstring, but even though her size and flames have failed, her freakish speed remains, and she dodges all but one of his attacks. The low cut places the boy momentarily at her mercy, and she does her very best to bash his head in.

Touch attack to trip missed, only one attack hit. There was no damage reduction this time.

AoO on Wirt: [roll0] for [roll1], trip attempt if it hits: Touch attack [roll2], strength check [roll3] and another [roll4] for [roll5].

The Countess: 43/104
Z1: Destroyed
Z2: Destroyed

Yet to act in round 5: Gerrin, Traig.

Map updated. (https://spreadsheets.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdHpOUWRRNS1YTHUzUTlHNTlCcTFxZ EE&hl=en_US&authkey=CLqO1_gM)

Tavar
2011-07-24, 08:06 PM
As Gerrin speaks, Triag can feel himself reach almost unimaginable power for a moment, but too soon to act he begins to feel it draining away, like water through his fingers. He'll have to act swiftly in order to gain any benefit.

Using word of offense and word of defense on Triag, fully augmented. I only fail on a natural one.
[roll0]-if successful, +4 to AC for 1 round.
[roll1]-if successful, +4 to attack roll and damage for 1 round.

senrath
2011-07-26, 10:36 AM
Traig

Traig continues his assault, feeling strengthened by Gerrin's words.

[roll0]
[roll1]
[roll2]

[roll3]
[roll4]
[roll5]

[roll6]
[roll7]
[roll8]

[roll9]
[roll10]
[roll11]

Ernir
2011-07-26, 06:57 PM
The Forgotten Tower

Wirt deftly dodges the blow to his head, the vicious morning star passing within an inch of his scalp.
Traig uses the diversion to lay into the monstrous woman from behind, and this time, his augmented claws dig deep into her side.

She staggers away from the attack, obviously heavily wounded. Ignoring the superhuman Traig for the moment, she tries her best to reduce the number of combatants on this battlefield by hacking at Wirt, over and over again.

The sounds of far too many bones cracking fill the room, and the countess looks positively invigorated by it.
Full attack on Wirt: [roll0] for [roll1]
[roll2] for [roll3]
[roll4] for [roll5]
[roll6] for [roll7]
The first attack that hits deals an additional [roll8] 32 points of damage.

If any of these hit (lots of rolls in the event all attacks hit but the strength checks fail):
Touch attack: [roll9], strength check [roll10] opposed by Wirt's [roll11]
Touch attack: [roll12], strength check [roll13] opposed by Wirt's [roll14]
Touch attack: [roll15], strength check [roll16] opposed by Wirt's [roll17]
Touch attack: [roll18], strength check [roll19] opposed by Wirt's [roll20]

If any of the trip attempts succeeds, [roll21] (-5 if it's on the last attack) for [roll22] damage.



The Countess: 18 + 15 temp/104
Z1: Destroyed
Z2: Destroyed

Yet to act in round 6: Everyone.

Map updated. (https://spreadsheets.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdHpOUWRRNS1YTHUzUTlHNTlCcTFxZ EE&hl=en_US&authkey=CLqO1_gM)

Tavar
2011-07-29, 12:21 PM
Gerrin
JUST DIE ALREADY! Makterna'zerakla!

The Countess takes 7 damage from the Chill the Metal incantation this round.

I buff up Triag with +4 to attack and damage for 1 round. Only fail on a natural 1. [roll0]

I also use Syllable of Entropy on the Countess, dealing [roll1] negative energy, if the roll is successful [roll2]. DC 22

peterpaulrubens
2011-07-29, 01:39 PM
Mariah

Mariah moves and casts one of her few offensive spells at the Countess.

Move to M13 and cast Whelm on the Countess for [roll0] damage, DC 15 Will save for half.

Ernir
2011-08-02, 12:32 PM
The Forgotten Tower

Mariah's spell and Gerrin's words of power crash into the countess, who is bracing against the wall, clearly at the edge of her endurance.

Will save: [roll0]

The Countess: 17/104 (the cold damage was already accounted for in the previous update)
Z1: Destroyed
Z2: Destroyed

Yet to act in round 6: Traig.

Map unchanged.

senrath
2011-08-02, 04:43 PM
Traig

Incoherent angry shouts and attackings.

[roll0]
[roll1]
[roll2]

[roll3]
[roll4]
[roll5]

[roll6]
[roll7]
[roll8]

[roll9]
[roll10]
[roll11]

Ernir
2011-08-02, 09:36 PM
The Forgotten Tower

Through a combination of her taking cover behind her shield and luck bordering on divine intervention, the countess manages to deflect all but one of Traig's claws. That one catches her deep in the hollow of her weapon-arm, and the wound starts spraying improbably large volumes of blood.

"Burn! You will all burn, this is not the end for me!" she screams at you, trying to re-assemble some kind of assault, but it is more wild than accurate, and her strength has clearly left her.

Assuming Traig 5' stepped in.

Everyone takes [roll0] points of fire damage, fortitude DC 18 negates.

She full attacks Traig:
[roll1] for [roll2]
[roll3] for [roll4]
[roll5] for [roll6]

If any of these hit, trip attacks:
Touch attack: [roll7], strength check [roll8] opposed by Traig's [roll9]
Touch attack: [roll10], strength check [roll11] opposed by Traig's [roll12]
Touch attack: [roll13], strength check [roll14] opposed by Traig's [roll15]
If any of these succeeds, bonus attack:
[roll16] (-5 if it's on the last attack) for [roll17]


The Countess: 5/104
Z1: Destroyed
Z2: Destroyed

Yet to act in round 6: Everyone.

Map updated. (https://spreadsheets.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdHpOUWRRNS1YTHUzUTlHNTlCcTFxZ EE&hl=en_US&authkey=CLqO1_gM)

Ernir
2011-08-03, 06:51 AM
The Forgotten Tower

Despite bold words, the Countess has come to her end. She slumps up against the wall, bleeding from a dozen wounds, bruised from spell impacts, and freezing to death in a shell of cold metal.

Just as she looks like she is about to pass out, her mouth opens up as if to scream. But instead of a scream, a pale ghost escapes from her mouth, and flies away with a sigh. Only then does she finish falling to the ground.

As soon as the corpse has hit the floor, it starts bulging and burning, the fire in her now dead eyes magnifying tenfold. That is the only warning you get before the body explodes in a shower of fire and boiling blood. [roll0] fire damage to each of you, reflex DC 17 for half. Mariah and Gerrin have cover for a +2

Once you have recovered, you can hear the sound of many little pieces of metal hitting the floor somewhere not far away.

peterpaulrubens
2011-08-03, 10:00 AM
Mariah

Reflex: [roll0]

Edit: BOOYA.

senrath
2011-08-03, 10:06 AM
Traig

[roll0]

Tavar
2011-08-03, 12:30 PM
Gerrin

Stumbling backwards, he tries to avoid the flames.

Reflex[roll0]

Ernir
2011-08-03, 10:33 PM
The Forgotten Tower

After braving the explosion, you have a chance to look around.

The bottom floor is as rich as the stories said. Aside from the countess' own battlegear, the rooms to the sides and the back were overflowing with valuables, including more magic items, objects of art long thought lost... not to mention gold in sufficient amounts to overflow every container on the level, leaving most of the floors covered with it.

When you are finally finished dragging the fruits of your labors through the town portal and to Cain for identification, he offers his congratulations. "Well done, my friends. Courage and opportunity together have created in you a kind of alchemy."

Once the piles are well sorted, Charsi approaches, clearly with something on her mind...
In [name of item] [[market price]] [(source)] format:

The countess was carrying:

Periapt of Wisdom +2 [2000]
Circlet of Rapid Casting (Which currently has 1/3 charges remaining.) [7500] (MIC 86)
Masterwork Full Plate (Which currently has a +2 Magic Vestment on it) [825]
Bloodrise [9155] (See OOC thread)
Heavy Steel Shield of Speed +1 [3585] (MIC 14)
Third Eye Freedom [1300] (MIC 141)

From the other rooms:
Heartseeking amulet [1500] (MIC 110)
Ring of Mystic fire [3750] (MIC 125)
18353GP, some of it in gems and old art objects.