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Ernir
2012-06-14, 08:47 PM
The Rogue Encampment

As you gather to head out towards the Cathedral, Cain can once again not resist saying a little speech, telling you things you already know.
"This situation with Andariel does not bode well for us, my friends."
"Ancient Horadric texts record that Andariel and the other Lesser Evils once overthrew the three Prime Evils - Diablo, Mephisto and Baal - banishing them from Hell to our world. Here, they caused mankind untold anguish and suffering before they were finally bound within the Soulstones."
"Andariel's presence here could mean that the forces of Hell are once again aligned behind Diablo and his Brothers. If this is true, then I fear for us all."
"You must kill her before the Monastery becomes a permanent outpost of Hell and the way east lost forever."

The Outer Cloister

After disentangling yourselves from Cain, you find your way back to the Outer Cloister. Curiously, the inner wall appears entirely devoid of activity, allowing you to approach unchallenged. All looks peaceful until you come within a few feet of the gate, at which point Sern warns you of several evil presences lurking within.

Map up. (https://docs.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdHc2Vk9EdGlSQjl3bldPYXR5U3MwL VE#gid=0)

Jarian
2012-06-14, 08:56 PM
Edmond

Edmond withdraws a ruby-tipped twig from his belt sash, then taps it against his arm before replacing it. In a heartbeat, his form shifts (http://fc01.deviantart.net/fs38/f/2008/336/c/a/Troglodyte_by_BenWootten.jpg), becoming taller and thinner, his skin becoming a mottled assortment of white and black spots. A muscular tail sprouts from the base of his spine, and his face extends outward, becoming quite clearly reptillian, right down to the yellow, slitted eyes. The entire effect looks frankly absurd, given the rest of Edmond's foppish attire.

This done, Edmond looks to the rest of the group, drawing a six-stringed mandolin from his back. His voice sounds in your minds, questioning.

Are your preparations complete?

Alter Self into a Troglodyte, then wait for everyone to finish preparations. Before we go in, begin Inspire Courage.

peterpaulrubens
2012-06-14, 09:46 PM
Paavo


Paavo prepares a Debilitating Attack.

Tavar
2012-06-14, 10:59 PM
Gerrin

A veritable flood of words spill from Gerrin's mouth, and the door seems to fold in on itself.


Open the Way targeting K9 [roll0]

Open the Way targeting K10 [roll1]

Successes on non-ones.

Rausdower
2012-06-15, 02:57 AM
Sern

Move to J8 and cast Hunter's Mercy

Diarmuid
2012-06-15, 09:58 AM
Fjodyn

Shaking his head at the odd mental intrusion, Fjodyn harshly whispers "Cant ye just talk like a normal person? And why're ye lookin like a lizardman now?"

Nodding his readiness after casting his protections, he watches as the door simply ceases to be. His new hammer is held down low near his leg, and his shield is held high against attacks as he moves to the opening.


As mentioned in OOC, cast Protection from Evil and Resist Energy: Fire before the wall is opened. Unless something immediately prevents it, move to L9 to assess the situation.

Koury
2012-06-15, 04:11 PM
Corretha

The mage prepares for the begining of the battle ahead.

Ready action to cast True Strike upon gaining LoS to bad guys.

Ernir
2012-06-16, 06:57 PM
The Outer Cloister

After a few short moments of preparation, Gerrin makes the sturdy doors disappear into thin air. The heavy smell of old blood immediately rushes out to greet you.

In the gloom inside, a woman dressed much like the rogues you have met in the camp appears to have been waiting for you.
Or at least she used to be a woman. A second look reveals that she is faintly translucent, you being able to discern the wooden door behind her through her form. A large blotch of ghostly blood covers her abdomen, making her manner of death easy to discern.

She opens her mouth and speaks, but the voice sounds more as if it were coming from the entire room than from her specifically. Her words are simple:
"You can not pass..."

You win initiative!

Ghost 1: 44 HP.

Map updated. (https://docs.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdHc2Vk9EdGlSQjl3bldPYXR5U3MwL VE#gid=0)

Jarian
2012-06-16, 07:36 PM
Edmond

Edmond strides into the breach, fingers moving across the strings of his mandolin in a blur. What begins as a simple hum in the air quickly picks up in speed until the music outpaces even his rapid strumming, seeming to take on a life of its own. Ethereal voices join the mix, chanting words that you can't quite make out, though you somehow know that they sing of courage and valor. Edmond stops for a moment, looking about, but the force of the music continues to build until it seems to resonate within the entire party, bolstering their might. With a quick slash across the mandolin's strings, the transmuted bard directs twin waves of discordant sound toward the two nearest foes, each one leaving a trail of dust and debris in its wake.

Required listening. (http://www.youtube.com/watch?v=dJ-QLl5qjLg&feature=related)

Assuming I got to Inspire Courage before we went in as stated, Edmond uses Inspirational Boost on his active IC. Everyone receives +6 to-hit and damage with weapons and a +6 bonus vs. Fear and Charm effects for 5 rounds.

Move to L-10, use Hymn of Valor. The two nearest foes within 30 feet take 9 sonic damage (roll in OOC thread). Further, all allies deal an additional 4 damage with all attacks and spells until the end of Edmond's next turn.

Hymn of Valor will be available again in [roll0] rounds.

Ernir
2012-06-16, 11:36 PM
The Outer Cloister

Edmond's sonic attack hits the ghostly woman head-on, and although the effect is less than what you would expect on a creature of flesh and blood, she clearly feels it.

"An attack! To arms, my sisters!"

Enemy status:

Ghost 1: 40/44 HP.
?5: 4 damage

sonofzeal
2012-06-17, 12:44 AM
Ryuu Tatsuhiro

The princely-dressed Tatsuhiro, resplendant in his shimmering robes and dragon's crown, sails forward lightly and sneers down at the ghost. "I shall not pass? I?!? What GOD are you, that you would deny the one empowered by the most ancient of Wyrms? You, who have already been slain? Once already you have fallen, and once again you will fall if you seek to bar the path of Dragonlord Ryuu Tatsuhiro!"

With that, he lets loose a wave of fire... which, like most things issuing from Tatsuhiro's mouth, is more sound and fury than anything substantial.

Fly to M9, one cube up in the air

Fire breath forward, to catch the ghostygirl. [roll0] Fire Damage, Ref DC 21 Half

Tavar
2012-06-17, 12:46 AM
Gerrin

Seeing the specters, Gerrin lashes out, drawing positive energy from the world to strike one.

5ft step to I10
Syllable of Entropy on G1 twice.
[roll0]. if not a 1, [roll1]

[roll2]. if not a 1, [roll3]

peterpaulrubens
2012-06-17, 12:56 AM
Paavo

Paavo heads forward boldly and attacks the ghost with a mighty blow.


Free: grab sword with both hands
Move: move to M10.
Standard: use Foehammer on G1, power attack for 8. Attack: [roll0] for [roll1] + [roll2], automatically piercing any DR (does that work vs. incorporeality?). If hits for more than 10 damage, trip attempt @ [roll3].

-6 on attacks by a creature I threaten vs. anyone but me.
Current HP: 165
Current AC: 25

Edit: holy crap double ninja'd! :smalltongue:

Ernir
2012-06-17, 08:16 AM
The Outer Cloister

Tatsuhiro and Gerrin batter the ghost with energy, blasting away her form as if she were made of sand, blowing away in the wind.

Then Paavo steps forward, the weight of his body triggering a trap. A net falls from an opening in the ceiling, threatening to halt his progress. But it's not enough to stop the blow, which disintegrates the ghost on contact.

"Noooooo..."

All seems quiet, but Sern still feels the presence of more creatures lurking about.
Net attack against Paavo: Hits touch AC [roll0], on a hit he is entangled (see Net (http://www.d20srd.org/srd/equipment/weapons.htm#net)). A trailing rope is attached, Paavo must make a strength check to move more than 5' from his location (in any direction but up, I suppose).

Ghost 1: Destroyed.
?5: 4 damage

Yet to act in round 1: Corretha, Fjodin, Sern.

Map updated. (https://docs.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdHc2Vk9EdGlSQjl3bldPYXR5U3MwL VE#gid=0)

sonofzeal
2012-06-17, 09:17 AM
Ryuu Tatsuhiro

"Hah! See? Not even you spirits can stand before me! Come out, the rest of you, and offer rightful supplication or be destroyed like this last one was!" Tatsuhiro seems to addressing the walls on either side.

Diarmuid
2012-06-18, 01:19 PM
Fjodyn Oakenshield

Moving into the room, Fjodyn shrugs at the apparent lack of targets and continues on further to see if there's anything behind the columns hiding.


HP: 118/118
Stance: Martial Spirit
Steely Resolve: 0/10
AC: 26, 31 vs Ranged, (28, 33 vs Ranged vs Evil)
Special: Prot Evil, FR:10

Double move to Q9.

Rolling for Granted Maneuver
[roll0]

Readied Maneuvers

Stone Bones
Mountain Hammer Granted
Shield Block
Revitalizing Strike Granted
White Raven Tactics Granted

Koury
2012-06-18, 02:14 PM
Corretha

The mage waits, expecting more trouble soon.

Total defense.

Ernir
2012-06-18, 09:28 PM
The Outer Cloister

Nothing aside from Fjodin's heavy footsteps are heard in the tense moments you wait for the other shoe to drop.

Ghost 1: Destroyed.
?5: 4 damage

Yet to act in round 1: Sern.
@TatsuhiroIt was very faint, but you heard two *click*s as Fjodin walked to take up position in front of you. The others probably noticed nothing, deaf and blind as they are.

Map updated. (https://docs.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdHc2Vk9EdGlSQjl3bldPYXR5U3MwL VE#gid=0)

sonofzeal
2012-06-19, 12:17 AM
Ryuu Tatsuhiro

"....Fjodyn, you may wish to look to your feet."

Diarmuid
2012-06-19, 09:06 AM
Fjodyn Oakenshield

Fjodyn snorts derisively at the suggestion from his flying companion,

"Bah, my people are born in the ground. If'n there were something wrong unner me feet, I'd be the first ta know about it!"

Chortling to himself at the audacity of the dragon man, the warrior continues to look for threats in the room.

sonofzeal
2012-06-19, 09:12 AM
Ryuu Tatsuhiro

Tatsuhiro simply shrugs. For all his arrogance, he does have a certain code that he follows. But if his stout friend wants to disregard his (obviously infallible) advice, well that's on his own head. Or foot in this case. Or... under. Whatever. POINT IS, he just killed a ghost after rightfully taunting it, and that makes him all kinds of awesome.

He strikes what he feels to be a dramatic, heroically-watchful pose in the air.

Ernir
2012-06-19, 03:18 PM
Sern
Sern waits patiently for the enemies he knows to be there to emerge, bow at the ready.

He doesn't have to wait long.
Step into the doorway, readied action to fire an arrow at the first enemy to enter his line of sight.

It so happens that it goes off.
Against ghost 2: [roll0] for [roll1]+[roll2]


The Outer Cloister

The room fills with eerie sounds as more ghosts spring from the walls, each of them a mortally wounded woman by the looks of it. They glide nimbly from one hiding place to another - but not before attempting to snatch a piece of the souls of Paavo and Fjodin with them.

Ghost 2: Provokes an AoO from Fjodin if it fails a DC 15 Tumble check: [roll3]. Touch attack against Fjodin: [roll4] for [roll5] damage and two negative levels.
Ghost 3: Touch attack against Fjodin: [roll6] for [roll7] damage and two negative levels.
Ghost 4: Provokes an AoO from Paavo if it fails a DC 15 Tumble check: [roll8]. Touch attack against Paavo: [roll9] for [roll10] damage and two negative levels.
Ghost 5: Touch attack against Paavo: [roll11] for [roll12] damage and two negative levels.


Ghost 1: Destroyed.
Ghost 2: 15/36
Ghost 3: 54/54
Ghost 4: 30/30
Ghost 5: 20/24

Yet to act in round 2: Everyone.

Map updated. (https://docs.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdHc2Vk9EdGlSQjl3bldPYXR5U3MwL VE#gid=0)

Tavar
2012-06-19, 03:38 PM
Gerrin

Moving forward, Gerrin simply waits for the spirits to reveal themselves once more.

Move to k10.

Readied action to use reversed word of Entrophy on First ghost to reveal themselves. Rolls below to be used in that case.

[roll0]. if not a one, [roll1] positive energy damage.

peterpaulrubens
2012-06-19, 06:42 PM
Paavo

Hit hard by the ghost's attack, Paavo removes a skull from his pack and whispers a magic word, channeling the power of the dead to protect him from the deathless.


Standard: attack the net, autoshreds if my attack roll isn't a 1:[roll0].
5' step to L7.
Move: retrieve my Talisman of Undying Fortitude from my Handy Haversack
Swift: activate the Talisman

Current HP: 112
Current AC: 25
Talisman protects me through round 5.

Jarian
2012-06-19, 06:52 PM
Edmond

Seeing wounds both spectral and all too real amassing across his allies' bodies, Edmond alters the timbre of his music; the voices fade to background murmurs, while a slow, gentle tune fills the air. Wounds begin to close as the notes spring forth, resonating within the bodies of those who can hear, reinvigorating them.

Abruptly, Edmond steps north and stops playing, then slices his hand across the strings, releasing a blast of sound that sends an explosion of stone dust flying from the nearby wall, and hopefully providing even more effect against the spirit within.

Active effects: Inspire Courage (+6 to-hit/damage w/weapons): 4 rounds
Hymn of Valor (+4 damage w/attacks&spells) lasts until end of round
Aria of Perseverance (DR 5/adamantine, SR 17, bypassed by allied spells) lasts until end of next round

Required listening. (http://www.youtube.com/watch?v=S5XUfp4e2-g) (Don't ask how a mandolin makes violin music. It's magic.)

Edmond plays the Aria of Perseverance, healing himself (irrelevant) and the ally with the most damage taken within 30 feet for [roll0] damage. All allies also gain DR 5/adamantine and SR 17, bypassed by allied spells until the end of the next round.

Aria of Perseverance will be available again in [roll1] rounds.

5-ft step to L-9.

As a swift action, Edmond uses Power Chord on G2, dealing [roll2] sonic damage.

Free action: Draw longsword, shift mandolin to off hand.

If Fjodyn or Edmond are attacked, Edmond will expend one use of Loresong to grant the first target +4 AC against the attack as an immediate action.

sonofzeal
2012-06-19, 07:06 PM
Ryuu Tatsuhiro

Stupid cowardly ghosts... "Come out, come out, wherever you are!"

Tatsuhiro glides forward and prepares to blast the next one that approaches.

Move to O10, Ready action Fire Breath if an enemy ghost gets in range that he can see.

[roll0] Fire Damage, Ref DC 21 Half, as usual.

Rausdower
2012-06-19, 09:36 PM
Sern

Privy to the nature of surprise assaults by ghostly entities, Sern bides his time and doesn't even enter the room before they show themselves. With newly enchanted bow graced to him by the gods, he seeks to banish all accounts of these ghostly "sisters" and, ultimately, Andariel herself.


Rapid Shot

Attack one @ G5:
[roll0]
[roll1]+[roll2]

Attack two @ G5 (G3 if destroyed):
[roll3]
[roll4]+[roll5]

Attack three @ G3
[roll6]
[roll7]+[roll8]

Koury
2012-06-20, 10:31 AM
Corretha

Advancing into the fray a bit more, the mage prepares to counterattack.


Ready action to cast Lesser Orb of Fire at the first enemy I get a clear shot on. Also, if possible, use my swift to activate my robes. If that has to be done when casting, then nevermind. :smalltongue:

Diarmuid
2012-06-20, 02:27 PM
Fjodyn Oakenshield

Caught off guard by his foes coming out of the walls and back in, Fjodyn never even gets a chance to swing his hammer as his defenses hold against the apparitions.

Not wanting to stay too close to the pillars, he moves next to the center of the room and prepares to meet any similar such tactics with retaliatory force.


HP: 118/118
Stance: Martial Spirit
Steely Resolve: 0/10
AC: 28, 33 vs Ranged, (30, 35 vs Ranged vs Evil)
Special: Prot Evil, FR:10

Move to O9 and Ready the action to Attack anything getting in melee while Fighting Defensively.

[roll0]. [roll1]

Rolling for Granted Maneuver
[roll2]

Readied Maneuvers

Stone Bones
Mountain Hammer Granted
Shield Block Granted
Revitalizing Strike Granted
White Raven Tactics Granted

Ernir
2012-06-20, 09:17 PM
The Outer Cloister

Sern tries in vain to catch the ghosts on their retreat, but they manage to slip into the walls again before the arrows can reach them.

Most of the party waits, unable to take the fight to the ghosts while they hide within the walls. Hiding inside a wall doesn't prevent the creatures from hearing Edmond's musical assault, however, and a high-pitched wail fills the room as soon as the blast hits the wall.

Ghost 1: Destroyed.
Ghost 2: 2/36
Ghost 3: 54/54
Ghost 4: 30/30
Ghost 5: 20/24

Yet to act in round 2: Sern (as I said in the OOC thread, you're full attacking creatures that are inside the walls, may want to revise that). Corretha has yet to make a roll (if she wants). Updated.

Map updated. (https://docs.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdHc2Vk9EdGlSQjl3bldPYXR5U3MwL VE#gid=0)

Ernir
2012-06-21, 09:00 AM
The Outer Cloister

The ghost re-emerge. The first of them, already visibly weakened, gets blown away entirely by Tatsuhiro's breath. The next receives a combined barrage of attacks, both mundane and magical, from Corretha, Gerrin and Fjodin, but it endures to approach make another snatch at Fjodin.
The ghost next to Paavo reaches quickly out of the wall again to touch him, appearing surprised when she comes back with none of the Barbarian's soul in her grasp. The last ghost attempts the same with Edmond, stepping fully out of the column before disappearing again.

As the creatures attempt their escape, and a loud hissing sound comes from straight above Fjodin and Tatsuhiro. Tiny cracks open in the ceiling, and yellow, vile gas spews out, enveloping the entire room in mere moments.

Ghost 3 against Fjodin: Touch attack [roll0] for [roll1] damage and 2 negative levels. Tumble DC 15 to avoid an AoO from Fjodin: [roll2].
Ghost 4 against Paavo: Touch attack [roll3] for [roll4] damage.
Ghost 5 against Edmond: Touch attack [roll5] for [roll6] damage and 2 negative levels. Tumble DC 15 to avoid an AoO from Edmond: [roll7].

A Cloudkill (http://www.d20srd.org/srd/spells/cloudkill.htm) effect fills the room. For you, that's a DC 17 Fort save to halve [roll8] constitution damage.

Ghost 1: Destroyed.
Ghost 2: Destroyed.
Ghost 3: 15/54
Ghost 4: 30/30
Ghost 5: 20/24

Map updated from this (https://docs.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdHc2Vk9EdGlSQjl3bldPYXR5U3MwL VE#gid=0) to this (https://docs.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdHpQU0hJU1E2VXc3TE9hdGRVdkpRc 2c#gid=0).

Jarian
2012-06-21, 10:12 AM
Edmond

A surprised gasp escapes Edmond as the spectral fingers tear away some of his essence, leaving his shoulders slumping and his fingers slower than moments before. He rallies long enough to pluck a quick series of notes from the instrument, the magic within lending his allies a quick burst of vigor.

Active Effects: Inspire Courage: +6 to/hit damage w/ attacks (3 rounds)
Aria of Perseverance: DR 5/adamantine and SR 17, bypassed by allied spells (end of allied turn)
Song of Celerity: Party-wide Haste, all allies also move up to half their speed (end of next allied turn)

Edmond plays the Song of Celerity, allowing everyone to move up to half their speed, then granting them haste for one round. The movement occurs before the hasting.

Edmond moves to I-9, which should be outside the 10' drift of the Cloudkill.

Tavar
2012-06-21, 11:11 AM
Gerrin

Raising his ringed finger, Gerrin summons a great burst of wind, blowing the cloud away.

Using ring to cast Gust of wind. It should disperse the cloud in 1 round.

Rausdower
2012-06-21, 03:08 PM
Sern

Fury awashing his soul, he takes a deep breath and recites a passage regarding tranquility as he nocks an arrow towards an apparition.

Ready an attack towards G3 when it emerges.

sonofzeal
2012-06-21, 07:07 PM
Ryuu Tatsuhiro

Mid-celebration over blasting a second ghost back to oblivion, Tatsuhiro is first engulfed by poisonous mist, and then blown flat against the far wall by Gerrin's wind. Pinned there by the buffeting forces, all he can do is gibber quietly to himself and try to hold his breath.

Total Defensive action (AC 34, touch 20). Attempt to hold breath (???).

peterpaulrubens
2012-06-21, 08:46 PM
Paavo

Laughing at his enemies as his magic defenses protect him from the poison trap and the ghosts' spectral touches, Paavo takes up position to defend his comrades from the cunning foe.


Move to M9 with Edmond's spiffy free movement.

Swift: change invested Determination, pull 3 from Weapon Master, add 3 to Vigilant Defender.
Standard: ready an action to attack the first ghost I see that's not hidden in a wall, Power Attack for 5 (holding my sword 1-handed):[roll0] for [roll1]

Any ghost that's in my threatened space (20' from Paavo) takes a -9 on attack rolls when not attacking Paavo.

Ernir
2012-06-23, 07:42 AM
The Outer Cloister

Those outside of or immune to the poisonous gas use their new-found speed to prepare themselves, but Tatsuhiro doesn't get chance to do much of anything before being accidentally swatted across the room by the winds already starting to clear the area.

He crashes against the door on the far end with a thud, but the old, reinforced thing holds easily.
Also, it doesn't seem to be all that happy about being touched. As soon as Tatsuhiro hits it, previously invisible runes light up. Moments later, the door shoots out a lightning bolt that blasts through the room and well into the courtyard outside, shocking everything in its way.

Nicely lined up, people!
Everyone but Paavo takes [roll0] electricity damage, reflex save DC 14 for half.

Ghost 1: Destroyed.
Ghost 2: Destroyed.
Ghost 3: 15/54
Ghost 4: 30/30
Ghost 5: 20/24

Yet to act in round 3: Corretha, Fjodin.

Map updated (https://docs.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdHpQU0hJU1E2VXc3TE9hdGRVdkpRc 2c&pli=1#gid=0)

sonofzeal
2012-06-23, 09:42 AM
Ryuu Tatsuhiro

Gyyaaaa.....

Smothered by choking gasses, buffeted by powerful winds, slammed against oaken door, and shot through with lightning from behind! Tatsuhiro is not having a rather good day, but he finds to his momentary shock and amazement that he's actually more or less in one piece, and now the wind is abating and the gas is clearing. Of course he's okay, he's the Dragonlord!

He pulls himself together and looks for something to blast.

hp: 105/118

Ready action fire blast vs any ghost in range, [roll0] Fire Damage, Ref DC 20 Half

Tavar
2012-06-23, 11:09 AM
Gerrin

The explosion of lightining catches him by surprise,but he attempts to evade them all the same.


osting from my kindle, so I can't check my sheet. should only be +3 or so. going to make an unmodified roll.

[roll0]

Diarmuid
2012-06-24, 10:16 AM
Fjodyn Oakenshield

Frustrated at the cowardly tactics of the ghosts, Fjodyn moves to take a defensive position near Ryuu and prepares to meet the next assault with proper force.


HP: 105/118
Stance: Martial Spirit
Steely Resolve: 10/10
AC: 26, 31 vs Ranged, (28, 33 vs Ranged vs Evil)
Special: Prot Evil, FR:10

Shunting 10 dmg from the LB into Steely Resolve.

Move to R10 and ready action to use Mountain Hammer on the first enemy that comes within striking range, activating Stone Power with -5 penalty to gain 10 Temp HP which will soak up the dmg coming out of Steely Resolve at the end of my turn.

[roll0]. [roll1], if it hits, I gain 2 HP from Martial Spirit.

Preparing to use an Immediate Action to activate Shield Block on Ryuu if he is attacked, granting him +9 bonus to AC that should work against a touch attach as it's an unnamed AC bonus and not a Shield bonus.

Readied Maneuvers

Stone Bones Granted
Mountain Hammer Granted - Spent
Shield Block Granted
Revitalizing Strike Granted
White Raven Tactics Granted

Koury
2012-06-24, 12:15 PM
Corretha

Corretha does her best to dodge the lightning.

Unable to see her opponents and her magical energy waning, she does her best to keep herself safe.

[roll0] vs DC 14

Total defense.

Ernir
2012-06-24, 07:10 PM
The Outer Cloister

Sern and Fjodin are fully prepared for the ghosts coming out of the walls again, but the murky conditions inside the fog foul their attacks, and the ghost inside the column gets close enough to Fjodin again to reach for his chest. Another flies about, but is hampered by Paavo's interruptions. One goes after Paavo himself, but with his protections in place, she is a limited threat to him, and she drifts away again.

As the ghosts withdraw again, Gerrin's gust of wind finishes carving a path through the gas. It swirls ominously on the sides of the room, but the same magic designed to keep it contained and moving now keeps it from spreading back inwards.

Ghost 3: Touch attack [roll0] against Fjodin for [roll1] damage and 2 negative levels. Misses on a 1: [roll2]
Ghost 4: Touch attack [roll3] against Fjodin for [roll4] damage and 2 negative levels. Misses on a 1: [roll5]. Tumble check DC 17 or she provokes an AoO from Fjodin: [roll6] (Paavo threatens, but can't make an AoO against someone with total concealment.)
Ghost 5: Touch attack [roll7] against Paavo for [roll8] damage. Misses on a 1: [roll9]. Tumble check DC 15 or she provokes an AoO from Paavo: [roll10].

Since someone is tumbling away from Paavo, he gets to move up to half his speed.
Destination: Wherever he wants, the ability needs some serious debugging anyway. :smallyuk:

Ghost 1: Destroyed.
Ghost 2: Destroyed.
Ghost 3: 15+10T/54
Ghost 4: 30/30
Ghost 5: 20+20T/24

I've been forgetting to list their temporary HP. (Hasn't come into play yet for those still standing, at least.)

Yet to act in round 4: Everyone (except for maybe Tatsuhiro?).

Map changed from this (https://docs.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdHpQU0hJU1E2VXc3TE9hdGRVdkpRc 2c&pli=1#gid=0) to this (https://docs.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdDFkWEpnZkZfNHRPeE9NdF9PZVdBS 2c#gid=0).

Jarian
2012-06-24, 07:17 PM
Edmond

Heedless of the danger of the looming mists, Edmond enters the fray once more, fingers slicing across strings to create a trio of sonic attacks.

Active Effects: Inspire Courage: +6 to-hit/damage w/ attacks (2 rounds)
Song of Celerity: Party-wide Haste (end of allied turn)
Hymn of Valor: +3 damage w/ spells/attacks (end of next allied turn)

Edmond moves to M-10, then uses Hymn of Valor. The two nearest ghosts take [roll0] sonic damage (damn negative levels!), then all allies gain +3 damage on all spells and attacks until the end of the next round. As a swift action, Edmond uses Power Chord on G5, dealing [roll1] sonic damage.

peterpaulrubens
2012-06-24, 07:37 PM
Paavo

Paavo concentrates hard, readying to prevent his quick opponents from flitting unhindered across the battlefield.


Free movement from previous round to P10.
Full-round action to change my Focuses to Arms, Foot, and Crown (losing Voice, adding Crown).
-12 on enemy Tumble checks in my threatened area, and -9 on attacks vs. anyone but me.
Current AC: 25
Current HP: 122

Diarmuid
2012-06-25, 12:38 PM
Fjodyn Oakenshield

Feeling his life force being slowly drained away, Fjodyn decides that there is indeed strength in numbers and moves to stand back to back with Paavo, hoping they can keep their foes at bay.


HP: 90/109 (Max HP down 9 from Con loss)
Stance: Martial Spirit
Steely Resolve: 7/10
AC: 27, 32 vs Ranged, (29, 34 vs Ranged vs Evil)
Touch AC: 12, 14 vs Evil
Special: Prot Evil, FR:10, 4 Negative Levels

Shunting 7 dmg from the Ghost attack to Steely Resolve.

Move to P9 and ready action to use Stone Bones on the first enemy that comes within striking range, activating Stone Power with -4 penalty to gain 8 Temp HP which will soak up the dmg coming out of Steely Resolve at the end of my turn.

[roll0] (+6 Bard Song, +1 Steely Resolve, +1 Haste, -4 Stone Power, -4 Neg Levels)
[roll1] (+9 Bard Songs, +1 Steely Resolve)

If Shield Block is granted, preparing to use an Immediate Action to activate Shield Block on Paavo if he is attacked, granting him +9 bonus to AC that should work against a touch attach as it's an unnamed AC bonus and not a Shield bonus.

Rolling for new Granted Maneuvers
[roll2]
[roll3]
[roll4]

Readied Maneuvers

Stone Bones
Mountain Hammer Granted
Shield Block
Revitalizing Strike Granted
White Raven Tactics Granted

Tavar
2012-06-25, 02:26 PM
Gerrin

Focusing on the two spirits that hide in the pillars, Gerrin wrests their safety away.

Open the way on the two stone pillars at R 8 and R 11. Since they are both only 5ft wide, I succeed except on a 1.
[roll0]
[roll1]

Koury
2012-06-26, 11:09 AM
Corretha

Using the chance provided by Gerrin, Corretha moves forward and attacks one of the exposed foes.

Move to K9

Cast my last Lesser Orb of Fire at G3.

[roll0] for [roll1]

Ernir
2012-06-26, 09:48 PM
The Outer Cloister

Edmond launches another sonic assault against the ghosts, causing them to howl miserably from their hiding places, and with the air cleared, Paavo and Fjodin manage to regroup, both warriors standing ready in their own way.

The real shift comes when the columns in which the ghosts are hiding seemingly slide into the floor under Gerrin's power. Corretha and Tatsuhiro quickly seize the advantage, and blast one of the ghosts out of this realm with fire. Her last cry lingers on for a few moments after her form has been whisked away.

Ghost 1: Destroyed.
Ghost 2: Destroyed.
Ghost 3: Destroyed.
Ghost 4: 30/30
Ghost 5: 20+8T/24

Yet to act in round 4: Sern.

Map updated. (https://docs.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdDFkWEpnZkZfNHRPeE9NdF9PZVdBS 2c&pli=1#gid=0)

Rausdower
2012-06-27, 01:25 AM
Taking prime advantage of the opening granted by his teammate, Sern takes another shot determined to not fail this one.

Attack one @ G5
[roll0]
[roll1]+[roll2]

Attack two @ G5
[roll3]
[roll4]+[roll5]

Attack three @ G5 (5ft step to J10 and attack G4 if slain)
[roll6]
[roll7]+[roll8]

Ernir
2012-06-27, 09:52 PM
The Outer Cloister

The arrow from Sern's blessed bow strikes the last ghost as if she were a creature of flesh and blood. She is still gasping in surprise when her form dissolves into thin air.

The last ghost remaining has a look of determination on her face as she swoops in towards Fjodin, even as his hammer swipes away at her essence. A faint "... never surrender..." echos throughout the room when she tries to disappear into the clouds again.

Ghost 4 attacks Fjodin: [roll0] for [roll1] damage, and 2 negative levels. Must succeed on a DC 17 Tumble check or provoke an AoO from Fjodin and Paavo: [roll2].

Ghost 1: Destroyed.
Ghost 2: Destroyed.
Ghost 3: Destroyed.
Ghost 4: 17+10T/30 (Temp HP from this round)
Ghost 5: Destroyed.

Yet to act in round 5: Everyone.

Map updated. (https://docs.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdDFkWEpnZkZfNHRPeE9NdF9PZVdBS 2c&pli=1#gid=0) (Ghost moves back to the same spot as before.)

Tavar
2012-06-28, 11:36 AM
Gerrin

Wanting to waste no action, Gerrin waits patiently for the spirit to appear.

Readied reversed Word of ENtrophy: [roll0]. If not a 1, [roll1] positive energy damage.

peterpaulrubens
2012-06-28, 07:23 PM
Paavo

Paavo readies for the ghost to come out of hiding.

Ready an action to attack the ghost as soon as it comes out of hiding.

Diarmuid
2012-06-29, 08:23 AM
Fjodyn Oakenshield

Not sure how many more of those hits he can take, Fjodyn takes a small step back and prepares to hurl his hammer at the ghost when it appears from its stony hiding place.


HP: 80/109 (Max HP down 9 from Con loss)
Stance: Martial Spirit
Steely Resolve: 0/10
AC: 27, 32 vs Ranged, (29, 34 vs Ranged vs Evil)
Touch AC: 12, 14 vs Evil
Special: Prot Evil, FR:10, 6 Negative Levels

[roll0] (+6 Bard Song, +1 Haste, -6 Neg Levels),
[roll1] (+6 Bard Song)


Rolling for new Granted Maneuvers
[roll2]

Readied Maneuvers

Stone Bones
Mountain Hammer Granted
Shield Block Granted
Revitalizing Strike Granted
White Raven Tactics Granted

sonofzeal
2012-06-29, 09:38 AM
Ryuu Tatsuhiro

"Pah", mutters the pompous dragonlord as he waits for the last ghost to show itself.

Ready action etc etc etc, [roll0] Fire Damage, Ref DC 20 Half

Jarian
2012-06-29, 11:03 AM
Edmond

Seeing that the others are fully prepared to destroy the last remaining ghost, Edmond plays a quick string of soothing notes, washing away the worst of wounds.Reasonably certain that ghost won't be surviving all the readied actions, so Aria of Perserverance, healing Edmond and the most wounded ally within 60 feet for [roll0] hp. SR and DR too, but unlikely to matter.

Rausdower
2012-06-29, 12:42 PM
Sern

Sern smiled as he saw the group simultaneously prepare for the final ghost's appearance. He wondered if his arrows would strike swifter and slay the foe first.

Ready attack yadda yadda

Koury
2012-06-30, 01:40 AM
Corretha

Seeing her allies take their fighting stances, the mage patiently awaits the spectacular destruction of the final opponent.

End turn.

Ernir
2012-06-30, 07:52 PM
The Outer Cloister

Corretha and Edmond are not disappointed. When the ghost reappears for the final time, it is promptly disintegrated in a shower of flame, steel, and positive energy.

The runes on the door in front of you disappear from sight again, the glow dying out with the sound of a steel foil bending back into its original shape.

You win!

The room appears to be regrettably devoid of valuables.

peterpaulrubens
2012-06-30, 08:13 PM
Paavo

Paavo activates his Town Portal scroll.

Back to town to lick our wounds!

Diarmuid
2012-07-03, 08:21 AM
Fjodyn

Feeling the weight of his life essence having been drained, Fjodyn happily stumbles through the newly formed portal back to the Rogue Camp.

Once there, he quickly makes his way to the racks of scrolls for sale and locates the appropriate spell for combating the after-effects of the ghosts' touches.

Handing the scroll over to his companion, he eagerly accepts the recuperative magic and takes a few sweet breaths after the holes in his soul are mended.

"Well that did'na go well."

sonofzeal
2012-07-03, 09:11 AM
Ryuu Tatsuhiro

"Pah, did you see me? I blasted like three of the suckers! They'll not be messing with the Dragonlord again, I can tell you that much!"

Jarian
2012-07-03, 09:34 AM
Edmond

Not possessing the gold to buy his own curative measures, Edmond reluctantly uses some of his remaining magic to cast the spells from the scrolls handed to him by his allies.

Magic Savant, cast restorations left and right as needed. I think it's one for Paavo and one for Fjodyn.

Rausdower
2012-07-03, 01:20 PM
Sern

"The ambush tactics of Ghosts are deadly...as you have very well seen. They may appear from floor and ceiling alike, so listen for my guidance should we encounter more. Should they try, they won't hide from me.

But this day, like the Hounds of Serradus, you have fought fiercely and prevailed. Well done."

Ernir
2012-07-07, 04:51 PM
Akara

"Ghosts? At the inner gate?", Akara asks as she hands out the scrolls to heal the damage the creatures wrought.

"There were no such creatures there when we left. It seems that some of those who stayed behind to cover our escape from the monastery stand their plight still."

The Outer Cloister

After spending short minutes patching yourselves up, the party jumps through the portal again, finding the cloud and other trap remnants much as you left them.

Navigating past, you launch yourselves through the inner gate and into the outer cloister courtyard...

and find it completely devoid of activity. Suspiciously so, even. Yet with no obvious hiding places on the open grounds, and all supernatural senses active, there isn't much to do but to approach the ominous stone cathedral.

After having grabbed the waypoint on the way, you find yourself in the familiar position of standing in front of a double-wide, oaken door.
Only this time, Sern senses no evil lurking within.

Map up. (https://docs.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdHVhVFBJOXI1TEtPQU9ySE51RHBrM 1E#gid=0)

Jarian
2012-07-07, 05:04 PM
Edmond

If we are to use these scrolls to bolster ourselves for the trials ahead, now may be the best time.

Edmond looks to Sern and Gerrin as his voice chimes in your heads.

Sern or Edmond, it doesn't really matter. Either one can activate the scrolls of Delay Poison, and they'll last for two hours. I don't know about you, but I don't think it's going to take us two hours to find Andariel. :smalltongue:

Diarmuid
2012-07-07, 06:07 PM
Fjodyn

Happy to once again be whole of body and soul, the determination is back in the warrior's step.

He growls a bit at the all-too-common intrusion into his mind, and as usual, responds out loud.

"I kin cast the scrolls with nae problems. Twas a spell offerred ta me by Moradin when 'e blessed me, but I chose other options...but that magic is still easily within my reach on a scroll."

Looking at the door, he offers a slight "harumph" and then ponders,

"Can anyone figure out if that thing's gonna explode, or should I just open it while ye all stand back a ways?"


Changing out my 5 readied maneuvers as follows:

Stone Bones
Mountain Hammer
Shield Block
Revitalizing Strike
White Raven Tactics
Adding - Divine Surge

peterpaulrubens
2012-07-07, 06:56 PM
Paavo

Like Fjodin, Paavo grumbles loudly at the unwanted intrustion in his thoughts, glaring at Edmond a bit. "For not saying much you sure make a lot of noise."

Turning to Fjodin, he claps him on the back heartily and says,"I will not hide in the back like an old woman. We stand together! "

Change Determination to 3 Peerless Athlete, 3 Mage-Killer, 3 Vigilant Defender, and 1 Lion's Heart.

Prepare a Weapon Master's Debilitating Attack.

Aid Another on Fjodin's door-opening attempt: [roll0]

Tavar
2012-07-07, 10:07 PM
Gerrin

"Let's see if I can help you with that."

And with a word of power, the door rolls back.
One action to open a 5ft opening in the door for 5 rounds, assuming not a natural one. [roll0].

Second action will depend on what's past that.

Ernir
2012-07-07, 11:03 PM
The Outer Cloister

Before Fjodin and Paavo can really get their backs into it, Gerrin does his usual trick of making the door disappear.

A smell like that of rancid meat and dirt rushes out the hole, reminding you of poorly kept kennels. Some light still reaches the floor from the stained glass windows above the door, but nothing is to be seen within the range of even Fjodin's and Tatsuhiro's darkvision save for one scared rat, shattered church benches, filth, and blood.

Map updated. (https://docs.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdHVhVFBJOXI1TEtPQU9ySE51RHBrM 1E#gid=0)

(Brown stuff is rubble. Passable, but counts as difficult terrain.)

sonofzeal
2012-07-07, 11:17 PM
Ryuu Tatsuhiro

"Pah. Nothing! They probably fled when they heard what I did to the Smith and the ghosts." Tatsuhiro boldly glides forward on his draconic wings... but his eyes twitch at shadows and he seems a bit nervous despite his words.

Fly to R19, 10' up.

Darkvision 60
Blindsense 50
Listen: [roll0]
Spot: [roll1]

Total-Defensive Action (AC 34)

Rausdower
2012-07-08, 12:26 AM
Sern

Cautiously, Sern enters the squalid chambers with divinely keened senses ever-alert.

Move to N20 and ready a shot to attack whatever sets off my Radar of EEEEEVIL!!™

peterpaulrubens
2012-07-08, 12:46 AM
Paavo

Paavo strides in boldly, unbothered by the stench and foreboding gloom. "And here I thought the moor stunk because it was a moor... it seems these things bring the stink with them!"

He grins maniacally, taking up a position on the perimeter.


Move to O21 and ready an action to whack any enemy that comes into range, using my sword 2-handed, Power Attacking for 4: [roll0] for [roll1]. If it hits and does 10 damage, trip attempt: [roll2]

Koury
2012-07-08, 02:04 AM
Corretha

Wary of the increasingly frequent traps, and feeling light on spells to boot, the mage stays back. She anticipates trouble, and soon. Preparing for it, she casts a spell, shapechanging before your eyes.

Cast Alter Self, taking shape of an Avarial (RoF pg 31). Move to same spot, at +10 ft.

Tavar
2012-07-08, 03:00 PM
Gerrin

Walking confidently forward, Gerrin looks causally around.

move to p20.

Remember, effectively carrying a torch.

Ernir
2012-07-08, 09:34 PM
The Cathedral

Your mundane senses reveal nothing but more dust and despair, but as Sern walks forward, he picks up an evil presence.
And another, and another, and another.

Right after he gives the alarm, the unmistakable sound of heavy creatures moving around can be heard from every one of the closest doors.

Sern gets to act in the oh-so-surprising round. So effectively, he gets a standard action, and then a full round's worth of actions.

Round 1 begins!

Yet to act in round 1: Everyone. (Sern one and a half times.)

Map updated. (https://docs.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdHVhVFBJOXI1TEtPQU9ySE51RHBrM 1E#gid=0)

Jarian
2012-07-08, 09:53 PM
Edmond

Edmond steps nearer the doorway and begins playing a rapid aria, the magical strings of his mandolin giving off the sound of an entire orchestra, one set of instruments to each string.

Step to J-19, Song of Celerity. Everyone can immediately move up to half their speed without expending movement for the round, then gains haste until the end of the next allied turn.

Tavar
2012-07-08, 10:46 PM
Gerrin

"Paavo, the Door!"

With that, Gerrin repeats his word of power, and one of the doors seems to fold in on itself, revealing what it behind it.

One action: [roll0]. If less than 10ft thick and not a natural one, the part of the door at O24 ceases to exists for a bit.

Rest of my action depends on others.

Ernir
2012-07-08, 11:37 PM
The Cathedral

Half the door disappears from view, and through the opening, you can see half of a monster that looks somewhat like a dog.
At least if dogs stood six feet at the shoulder, were ten feet long, had horns, muscles to make most oxen jealous, and crackling sparks of electricity dancing around their teeth instead of saliva, it would look a lot like a dog.

Enemy status:

Monster 1: 110/110 HP.

Yet to act in round 1: Corretha, Fjodin, Gerrin (1 standard action), Paavo, Sern (1 standard + 1 round), Tatsuhiro.

Map updated. (https://docs.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdHVhVFBJOXI1TEtPQU9ySE51RHBrM 1E#gid=0)

Koury
2012-07-09, 01:14 AM
Corretha

The shapeshifted mage flies in, getting as good a look as she can at the creature. She shouts out as much useful info as she can.

Use my free movement to move 30 ft in, N19. This should meet my minimum half speed for the round requirement. If the free movement makes it so I need to move even more, well, move me that much further in. Also, does using movement to turn in place count toward the minimum move speed?

Rest of my actions pending ID result.

[roll0]
Arcana +22
Local +20
Others +13

Trying to recall what it is, weaknesses, special attacks, special qualities, etc.

Rausdower
2012-07-09, 02:27 AM
A murmur of a word known only by Sern was whispered as the archer announced the fiendish presence. He almost felt as if he had glided into an optimal position and his shots deftly followed the magic of the wizard as the bard's music filled his muscles with otherworldly speed and precision.


Hunter's Mercy as my super-free standard.

Free move to Q20

Rapid Shot Full Attack

First Shot (If hit, Sern crit)
[roll0]
[roll1]+[roll2]
[roll3]
[roll4]

I use my special bow property to deny his dex to this attack cause I truly don't trust my luck. Since no specified action was tied to it in the description, I assume free action?

EDIT: Just realized that he's flatfooted anyway, disregard. Also...no crit, Sern quit :smallfrown:

Second
[roll5]
[roll6]+[roll7]

Third (Haste granted)
[roll8]
[roll9]+[roll10]

Final
[roll11]
[roll12]+[roll13]

sonofzeal
2012-07-09, 08:38 AM
Ryuu Tatsuhiro

Swooping back around, Tatsuhiro settles himself by one of the door, with a smirk on his face that spelled dire warnings to anything foolish enough to open it.

Move to Q18. Ready action Slow Breath when the northern door opens. Hopefully, whatever's on the other side will have done the opening and be committed to at least a move action, thus denying them a Standard once they're Slowed.

Two rounds of slow, Will half, DC 21

Diarmuid
2012-07-09, 08:54 AM
Fjodyn Oakenshield

Following into the room, he notes Paavo going right, and heads to the left, ready to meet whatever might reveal itself.


HP: 132/132
Stance: Martial Spirit
Steely Resolve: 0/10
AC: 27, 32 vs Ranged
Touch AC: 12

Free movement, stepping in to L19. Move action to P17. Not sure if I can ready a partial charge or not. If I can, then ready to partial charge the first enemy other than Monster 1 that comes into range (40').

[roll0], [roll1]

If I cant ready a partial charge, then I take the Total Defense action gainin an additional +4 AC.

Rolling for new Granted Maneuvers
[roll2]

Readied Maneuvers

Mountain Hammer Granted
Shield Block Granted
Revitalizing Strike Granted
White Raven Tactics Granted
Divine Surge

Ernir
2012-07-09, 12:19 PM
The Cathedral

The monster may look menacing, but it looks much less so after Sern takes up position, and sends one arrow into its face and three into its belly, making it release a hideous gurgle of pain.

Monster 1: 32/110

Yet to act in round 1: Corretha (1 standard action), Gerrin (1 standard action), Paavo.

Map updated. (https://docs.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdHVhVFBJOXI1TEtPQU9ySE51RHBrM 1E#gid=0)

peterpaulrubens
2012-07-09, 01:52 PM
Paavo

Paavo says "Much obliged, Gerrin!" before smashing the suprised thing behind the door with his sword.


Full attack on Tainted 1, using sword 2-handed, PA for 4:
[roll0] for [roll1]
[roll2] for [roll3]
[roll4] for [roll5]
[roll6] for [roll7] (haste)

If any attacks hit for more than 10, trip attempt:
[roll8]
[roll9]
[roll10]
[roll11]

Edit:
Current AC: 25
Current HP: 165

-9 to hit on enemy attacks in my threatened space vs. anyone but me.
-12 on enemy Tumble rolls in my threatened space.

Ernir
2012-07-09, 07:36 PM
The Cathedral

The Tainted has yet to recover from the spray of arrows when Paavo's blade darts forward and chops off its head with two, solid blows to the neck.

Tainted 1: Dead.

Yet to act in round 1: Corretha (1 standard action), Gerrin (1 standard action).

Map updated. (https://docs.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdHVhVFBJOXI1TEtPQU9ySE51RHBrM 1E#gid=0)

Tavar
2012-07-09, 07:46 PM
Gerrin

Left with only an empty portal, Gerrin reverses his phrase, filling the gap once more.

[roll0]

If not a one, opening is closed.

Koury
2012-07-11, 12:04 PM
Corretha

The lone available target deftly dispatched by her allies, the mage prepares for another to reveal itself.

Ready action to cast Grease on the first target to come into range. DC 17 Reflex or prone.

Ernir
2012-07-11, 05:08 PM
The Cathedral

The momentary victory of the monster going down quickly turns back to concern, when more of the creatures start streaming out through the doors.

Fortunately, Corretha and Tatsuhiro manage to create effective choke points. One of the creatures slips in a mixture of blood and magical grease, another is unable to build momentum after Tatsuhiro's breath all but locks it in place.

But even though the monsters are contained for the moment, they aren't out of ways to make themselves a nuisance yet. Those in the hind lines open their maws wide, and start bombarding the party with massive balls of lightning!

Slow Breath has a Fortitude save, not a Will save (I get confused all the time, so I checked :smalltongue:). Here it is: [roll0]

Tainted 2: Moves closer, opens the door, manages to not fall in Grease.
Tainted 3: Tries to move through the Grease, falls on its ass (shunted back to its original square, I suppose?). Provokes AoO from Paavo. Shoots ball of lightning at Paavo. Touch attack [roll1] for [roll2] damage.
Tainted 4: Opens the door, is Slowed.
Tainted 5: Moves closer, shoots ball of lightning at Fjodin. Touch attack [roll3] for [roll4] damage.
Tainted 6: Opens door, steps through, shoots ball of lightning at Sern. Touch attack [roll5] for [roll6] damage.

Enemy status:

Tainted 1: Dead.
Tainted 2: 114/114, balancing
Tainted 3: 108/108, prone
Tainted 4: 107/107, slow
Tainted 5: 112/112
Tainted 6: 113/113

Map updated. (https://docs.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdHVhVFBJOXI1TEtPQU9ySE51RHBrM 1E#gid=0)

Tavar
2012-07-11, 05:32 PM
Gerrin

A glance confirms that these enemies are too strong to directly attack at the moment. Luckly, Gerrin knows just what to do in such a situations, empowering his meatshields valued melee based companions.

Word of Offense on Fjodin and Paavo.

Paavo: [roll0]. If not a 1, +6 truespeak to attack rolls and damage rolls for one round.

Paavo: [roll1]. If not a 1, +6 truespeak to attack rolls and damage rolls for one round.

Jarian
2012-07-11, 06:11 PM
Edmond

Still feeling the effects of the ghosts' draining touches, Edmond keeps his distance and launches a pair of sonic attacks. As he does, the music filling the air changes tempo, shifting into a raging melody that fills all those present with renewed courage and strength.

Valorous hymns demand your listening! (http://www.youtube.com/watch?v=rzfNGy9MptU#t=0m29s)

Move to L-20, Hymn of Valor. Tainted 2 and Tainted 4 take [roll0] sonic damage, then all allies gain +3 damage on spells and physical attacks until the end of the next round.

Swift: Power Chord on Tainted 4, [roll1] sonic damage.

peterpaulrubens
2012-07-11, 08:10 PM
Paavo

Paavo seizes the moment when his enemy slips and, feeling his heart surge at the words of Gerrin and the song of Edmond, unleashes a furious rain of blows on the devilish thing.

"You face a son of Mount Arreat bolstered by the very songs of battle the gods sing, foul beasts! Go back to the wretched pits you were spawned from!"


AoO on Tainted 3 (4 PA from last round and prior to Gerrin's and Edmond's boosts): [roll0] for [roll1] damage.

Full attack on Tainted 3, switching to Tainted 2 if it dies, Power Attack for 11, 2handing my sword:
[roll2]26 for [roll3]. If more than 10 damage, trip attempt: [roll4]
[roll5]29 for [roll6]. If more than 10 damage, trip attempt: [roll7]
[roll8]10 for [roll9]. If more than 10 damage, trip attempt: [roll10]

Edit: whoops, I messed up. Jarian's bonus doesn't add to to-hit, but I had forgotten the Haste bonus. Subtract 2 from each of my rolls.

Current HP: 132 (pending leech confirmation) 141
Current AC: 25

Every attack that hits heals me 3 HP so please tell me how many hit.
-9 to hit on enemy attacks in my threatened space vs. anyone but me.
-12 on enemy Tumble rolls in my threatened space.

peterpaulrubens
2012-07-11, 08:12 PM
Hello, invisible post. Please show up.

sonofzeal
2012-07-11, 10:52 PM
Ryuu Tatsuhiro

Swooping past, Tatsuhiro follows up his enervating breath with a more vigorous one.

Fly to N17; fire breath augmented by Eldritch Admixture on T4 and T5. [roll0] Fire Damage, Ref DC 21 Half

Diarmuid
2012-07-12, 09:29 AM
Fjodyn Oakenshield

Seeing the tide shifting to his allies' side, Fjodyn bolsters the flying dragon man to action again,

"Aye, while ye've got em lined up...hit em again fer all yer worth!"

His thoughts continue the thought, even though his mouth does not, "And let's hope ye're worth half o what ye think ye are..."

Always one to lead by example, Fjodyn steps up to the nearest creature and lays into it with a flurry of hammer and shield attacks.


HP: 122/132
Stance: Martial Spirit
Steely Resolve: 10/10
AC: 27, 32 vs Ranged
Touch AC: 12
Cathan's Sigil: 20/50

Shunting 10 damage from the lightning to my Steely Resolve Pool for +2 hit/dmg.

Swift Action - WRT on Ryuu

5' Step to p16

Full Attack Action on T4, taking -5 to hit to fuel Stone Power gaining 10 temp HP which soaks up the damage coming out of the Steely Resolve at the end of my turn.

[roll0], [roll1]
[roll2], [roll3]
[roll4], [roll5]
[roll6], [roll7]

Any hits heal me for 7 (5 from ring, 2 from stance)

Preparing to use Shield Block if anything tries to attack Ryuu, granting him +9 bonus to his AC

Readied Maneuvers

Mountain Hammer Granted
Shield Block Granted
Revitalizing Strike Granted
White Raven Tactics Granted - Spent
Divine Surge Granted

sonofzeal
2012-07-12, 09:36 AM
Ryuu Tatsuhiro

"Hah! If I do that, there'll be nothing left for you mortals!" Cloying mist spews from his mouth, as he arcs himself back down the corridor on leathery wings.

Slow breath on T4 and T5. Two rounds slow, Fort DC 21 Half

Ernir
2012-07-12, 01:00 PM
The Cathedral

Wasting no time while the enemy is still contained in the choke points, the party begins an all-out assault. On the right, one of the demons survives two two-handed hits to the skull, but dies when the third hits a weak spot and smashes through. On the left, the one still blocking the door goes down in a rain of energy and hammer blows, flying backwards from the impact before dying on its back.

Tainted 2 took three of Paavo's hits in total.

Enemy status:

Tainted 1: Dead.
Tainted 2: Dead.
Tainted 3: 108/108, prone
Tainted 4: Dead.
Tainted 5: 112/112, slowed. (Fort save for slow duration: [roll0])
Tainted 6: 113/113

Yet to act in round 2: Corretha, Sern.

Map updated. (https://docs.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdHVhVFBJOXI1TEtPQU9ySE51RHBrM 1E#gid=0)

Koury
2012-07-12, 02:14 PM
Corretha

Corretha flies in a tight loop overhead before releasing a large glob of acid directly at on of the creatures.

Fly in a loop, ending back where I started. I believe I spend exacly half my movement moving and the other half on turning, so I should stay up just fine.

Cast [roll0] at T5 for 43 Acid Damage.

Rausdower
2012-07-12, 06:36 PM
Sern

Fearless in the face of beasts such as this, Sern advances closer to find an optimal shot.

Quicksilver boots swift movement to O17

Rapid shot @ TB5

First:
[roll0]
[roll1]+[roll2]

Second:
[roll3]
[roll4]+[roll5]

Third: (Haste)
[roll6]
[roll7]+[roll8]

Final:
[roll9]
[roll10]+[roll11]

Ernir
2012-07-12, 10:40 PM
The Cathedral

Corretha and Sern launch a whole salvo of missiles against one of the remaining Tainted creatures. The acid and holy arrow burn cause its skin to boil and fizzle, and it slowly collapses from the pain, obviously dying.

The two who are still standing come rushing forward with all their weight and power, sliding through grease and crashing through debris where necessary, with the kind of noise that only several tons of muscle can really produce.

But what looks more dangerous than the strong and bloodthirsty demons racing towards you are two green missiles that come slowly swirling out of the darkness, and straight at Gerrin and Corretha.

Tainteds 3 and 6 both provoke an AoO from Paavo.

Mysteeeerious green missiles:
Ranged touch attack @ Corretha: [roll0] for [roll1] damage. DC 23 Fort save reduces it to [roll2] damage.
Ranged touch attack @ Gerrin: [roll3] for [roll4] damage. DC 23 Fort save reduces it to [roll5] damage.

Enemy status:

Tainted 1: Dead.
Tainted 2: Dead.
Tainted 3: 85/108
Tainted 4: Dead.
Tainted 5: -4/112
Tainted 6: 113/113

Yet to act in round 3: Everyone.

Map updated. (https://docs.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdHVhVFBJOXI1TEtPQU9ySE51RHBrM 1E#gid=0)

Jarian
2012-07-12, 10:47 PM
Edmond

Edmond's music shifts again, becoming a slow, gentle lullaby. Superficial wounds close across his allies' bodies, and shimmering protective fields spring up to ward them from further harm.

As the soothing music plays, Edmond steps closer to the fray and glares at the tainted beasts. Unheard to the others, a psychic scream rips through the minds of the beasts, commanding them to kneel before the bard and his allies.

I think everyone will recognize this one. (http://www.youtube.com/watch?v=DdxqZqiG718)

Aria of Perseverance. The most injured ally within 30' of Edmond is healed for [roll0] damage, then everyone gains DR 5/adamantine and SR 15 until the end of the next allied turn.

Who knows, maybe the casters will roll a 2 on their CL checks next time.

Aria of Perseverance cooldown: [roll1]

Turn updated slightly (or not so slightly). (http://www.giantitp.com/forums/showpost.php?p=13546957&postcount=660)

peterpaulrubens
2012-07-13, 01:04 AM
Paavo

Paavo keeps fighting, cursing the gibberish that men can only spew when one of their comrades has been slain in battle. "YGrfffnnnnfggfnnnaaahh sonzaagrgonfargleneenees!!!"


AoO on Tainted 3, PA 11 from last round: [roll0] for [roll1]. If hits for 10 damage, knockdown trip touch attack: [roll2], strength trip check: [roll3]. If successful, extra attack: [roll4] for [roll5]

Full attack on Tainted 3, switching to Tainted 6 if #3 dies. PA for 5:
1st iterative: [roll6], [roll7] damage, if 10 damage, [roll8] touch, [roll9] STR for trip, if successfull: [roll10] for [roll11]

2nd iterative: [roll12], [roll13] damage, if 10 damage, [roll14] touch, [roll15] STR for trip, if successfull: [roll16] for [roll17]

3rd iterative:
[roll18], [roll19] damage, if 10 damage, [roll20] touch, [roll21] STR for trip, if successfull: [roll22] for [roll23]

5' step pending once my question about the direction of the green missiles is answered. Stayin' put.

Current AC: 25
Current HP: 144 (I think Fjodin gets the heal from Edmond). 165, full up.
Every attack that hits heals me 3 HP so please tell me how many hit.
-9 to hit on enemy attacks in my threatened space vs. anyone but me.
-12 on enemy Tumble rolls in my threatened space.

Diarmuid
2012-07-13, 12:18 PM
Fjodyn Oakenshield

The green rays emanate from the darkness and time seems to slow down for Fjodyn. He tracks their progress in his periphery, noting the casters as th targets. In the slowness of the moment, he thinks to himself that they have plenty of time to move out of the way, but neither seems to be taking any sort of evasive motions. His mind is screaming for them to move, but in the split second of actual time all he can manage is a quick inhale of air. By the time he's ready to yell, his companions ashes are settling to the ground and all that comes out as a pained scream.

No longer bolstered by Gerrin's words or Edmond's songs, Fjodyn instead focuses all of his energy into a single, brutal strike at the Tainted in front of him. A crackling energy rolls down his arms, causing his hammer to shake and spit off sparks. Squatting down, the warrior spins on his heel once and brings his hammer in a wide arc into the monster.


HP: 129/132
Stance: Martial Spirit
Steely Resolve: 10/10
AC: 26, 31 vs Ranged
Touch AC: 11
Cathan's Sigil: 25/50

Using Divine Surge to attack T6:
, [roll1] + [roll2]

If it hits, it heals me for 7 (5 from ring, 2 from stance)

If it becomes granted and he stays in range, preparing to use Shield Block if anything tries to attack Sern, granting him +9 bonus to his AC

Rolling for new Granted Maneuvers
[roll=1d5

[roll=1d3

Readied Maneuvers

Mountain Hammer Granted
Shield Block
Revitalizing Strike
White Raven Tactics Granted
Divine Surge Granted

Ernir
2012-07-13, 12:19 PM
The Cathedral

The green missiles strike Corretha and Gerrin with devastating results. The green missiles illuminate their bodies for a moment - and in the next, they simply crumble down to ash.

Before the *clang* of their metal items hitting the floor has died down, a cold, cheerless laughter sounds from within the darkness of the Cathedral.

"Hahahahaha... so these are the mighty heroes of the light?"
"You have made such a nuisance of yourselves. You can scarcely imagine the favor I will have with Andariel once I deliver her your frozen bones and ashes.", the voice gloats.

Paavo's and Edmond's immediate responses are, of course, terrifying anger. Edmond's glare freezes even the hardened demons in their tracks, and Paavo lashes out physically - cutting down one of the advancing demons by first cutting into its front legs and driving the blade deep into its chest once it falls, and giving another a pair of deep slashes across the face.

AoO hits and downs Tainted 3 with the knock-down attack.
1st iterative hits Tainted 6, no trip.
2nd iterative hits (someone whose name starts with E just reduced their AC), no trip.
3rd iterative misses. Four hits in total.

Rolled manually to save time. Got to run!

Tainted 1: Dead.
Tainted 2: Dead.
Tainted 3: -2/108
Tainted 4: Dead.
Tainted 5: -4/112
Tainted 6: 68/113, cowering

Yet to act in round 3: Fjodin, Sern, Tatsuhiro.

Map updated. (https://docs.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdHVhVFBJOXI1TEtPQU9ySE51RHBrM 1E#gid=0)

sonofzeal
2012-07-14, 11:51 AM
Ryuu Tatsuhiro

Swooping well out of the line of fire and through one of the side-passages, Tatsuhiro works his way forward towards... whatever it is down there. NOBODY taunts him like that!

Move to V14; standard action pending on what's seen.

If I don't post before the turn is over (unlikely).... since they seem to be stronger on the whole ranged damage thing than we usually are, a judicious Breath of the Night around AH might be appropriate since I'll have the range and the line of sight. Of course, if there's any enemies in range of V14, feel free to nuke them instead. :smalltongue:

Rausdower
2012-07-15, 10:03 AM
The normally serine archer witnesses the death of his companion and in the same moment, a great tide of rage escapes him. He roars as he lets spell and missile fly at his foes.


5-foot step to N16

Swift Haste on myself for [roll0] round(s)

Rapid Shot First attack vs T6
[roll1]
[roll2]+[roll3]

2nd
[roll4]
[roll5]+[roll6]

3nd
[roll7]
[roll8]+[roll9]

Final
[roll10]
[roll11]+[roll12]

Ernir
2012-07-15, 11:46 AM
The Cathedral

Striking out with all of his pain and frustration, Fjodin hits the monster hard enough on the jaw to shatter it to pieces, leaving it both completely stunned and with a mouth hanging grotesquely open. Sern takes ruthless advantage of the opportunity that is a still target, and finishes it off with a volley of arrows.

Tatsuhiro rushes out to find and face the unseen attacker, swooping into one of the side passages. He finds it empty, save for the finely ground remains of what was probably some kind of furniture before being exposed to bored demons on guard duty.

Tainted 1: Dead.
Tainted 2: Dead.
Tainted 3: -2/108
Tainted 4: Dead.
Tainted 5: -4/112
Tainted 6: Dead.

Yet to act in round 3: Tatsuhiro (1 standard action).

Map updated. (https://docs.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdHVhVFBJOXI1TEtPQU9ySE51RHBrM 1E#gid=0)

sonofzeal
2012-07-15, 07:03 PM
....yeah, let's drop that Fog Cloud at AH. It should make our approach a lot safer.

Ernir
2012-07-16, 12:17 AM
The Cathedral

Tatsuhiro's slow exhalation fills the shadowy end of the Cathedral with mist, making the darkness all the more ominous.

The reply comes only a few moments after.

"Fog?"

"You mortals make this too easy."

As the last word is said, an enormous wave of frost and cold comes rushing towards you, spreading through the entire Cathedral like an avalanche. It sneaks into every corner and passage, the frost biting to the bone.

Everyone takes [roll0] points of Cold damage. Fort save DC 24 for half damage.
Spell penetration rolls:
Edmond: [roll1]
Fjodin: [roll2]
Paavo: [roll3]
Sern: [roll4]
Tatsuhiro: [roll5]

The Tainted that were still breathing die on the spot.

Yet to act in round 4: Everyone (who is still alive).

Map updated. (https://docs.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdHVhVFBJOXI1TEtPQU9ySE51RHBrM 1E#gid=0)

Rausdower
2012-07-16, 09:53 AM
Sern

As the rushing cold touches him, Sern twists his body to keep his core temperature secure.

After the spell finished, he kneeled at the ashes of his deceased comrade and whispers "Rest now, child. You now have peace." Suddenly, like a predator, his muscles sprang and his body seemed to still move with superhuman speed. He takes point closer to the source of the voice, determined to take vengeance.

Move to Y18 and take cover behind the crate. I'm still under swift haste for this round only.

Don't know the light situation further ahead but spot check down the corridor [roll0]

Diarmuid
2012-07-17, 09:07 AM
Fjodyn Oakenshield

The supernatural chill almost brings Fjodyn to his knees. Where it seeps beneath his armor is bad enough, but areas where his skin is touching the inside of the armor become raw blisters of pain.

Grunting through the pain, and still seeing red at the loss of his companions, the warrior runs headlong down the room looking for the source of these foul magics.

"Show yerself an meet tha reckoning ye deserve foul beast! Face me if ye dare!"


HP: 104/132
Stance: Martial Spirit
Steely Resolve: /10
AC: 26, 31 vs Ranged
Touch AC: 11
Cathan's Sigil: 25/50

Run to AF16

Rolling for new Granted Maneuvers
[roll0]

Readied Maneuvers

Mountain Hammer Granted
Shield Block Granted
Revitalizing Strike
White Raven Tactics Granted
Divine Surge Granted

sonofzeal
2012-07-17, 07:14 PM
Ryuu Tatsuhiro

Shrugging off the massive wave of cold as if it's nothing, Ryuu advances to return fire.

Fly to AC17; further actions depend on what he can sense from there.

Listen [roll0]

Blindsense 50'

Ernir
2012-07-17, 09:29 PM
The Cathedral

Paavo and Fjodin try their best to pinpoint the sound of the attacker's voice, but with the echo the Cathedral offers, it turns out to be difficult.

Sern's and Tatsuhiro's sharper senses have more luck. Although neither can see through the fog, Tatsuhiro's dragon-enhanced ears tell him exactly where the creature is, and Sern can sense the raw evil the creature radiates.
What's more, the evil is strong enough for Sern to smell, like a pot of foul grease, despite the distance.

Sern and Tatsuhiro can also tell that the creature is standing on the ground.

Yet to act in round 4: Edmond, Paavo, Tatsuhiro (1 standard action).

Map updated. (https://docs.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdHVhVFBJOXI1TEtPQU9ySE51RHBrM 1E#gid=0)

sonofzeal
2012-07-17, 10:59 PM
Ryuu Tatsuhiro

The hubritical foe firmly in his sights, Tatsuhiro rears back in mid air and sends a crackling bolt of lightning slam straight into the... whatever it was.

60' line through AI19 of course. Lightning, augmented by Eldritch Admixture (1 point)

[roll0] Lightning damage, Ref DC 22 Half

peterpaulrubens
2012-07-17, 11:08 PM
Paavo

Stung by the bitter cold but undaunted, Paavo moves down the pitch-black corridor, trying to see a path in the flash of light provided by Tatsuhiro's lightning.


Double-move to AD20. I think that's as far as I can get do to decreased movement speed in the dark. If I can get farther I will.

Jarian
2012-07-18, 07:19 PM
Edmond

Fumbling with numbed fingers, scarcely able to speak through frozen lips, Edmond barely manages to invoke a basic spell before darting out the door.

Light on a stone in N-21, assuming the rubble isn't so uniform that there are no stones outside of the piles. Move to J-21.

Free action to gasp for breath and pray to the dice gods.

Sorry PPR, but light's a touch spell and I'm not taking chances with my single-digit remaining hitpoints. If things go badly south, Edmond will be outside with a scroll of Heal.

Ernir
2012-07-18, 11:17 PM
The Cathedral

Tatsuhiro is certain his lightning hit the creature hidden in the fog, but if it was greatly harmed by it, its voice shows no signs of it.

"Face you if I dare? I am afraid that old age has made me practical. I think I will just wait for the cold to settle into your bones. At that point, I will happily face your frozen corpse."

And true enough, the cold shows up again. First in the form of two shards of razor-sharp ice hurled out of the fog and towards Fjodin and Paavo, and second in the form of another wave, which envelops the room again and crashes into the door just moments before Edmond manages to get out.

@Paavo: Ranged touch attack: [roll0] for [roll1] points of (physical) damage. If it hits, must also make a DC 18 Fortitude save or take [roll2] points of Con damage.
@Fjodin: Ranged touch attack: [roll3] for [roll4] points of (physical) damage. If it hits, must also make a DC 18 Fortitude save or take [roll5] points of Con damage.

And a wave of cold: Everyone but Edmond takes [roll6] points of cold damage, Fort DC 24 for half.

Map updated. (https://docs.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdHVhVFBJOXI1TEtPQU9ySE51RHBrM 1E#gid=0)

Diarmuid
2012-07-19, 01:48 PM
Fjodyn Oakenshield

Grimacing through another round of biting cold, Fjodyn puts his shield to the well and follows it through the fog, squinting through his helm's eyeslits, he searches the smoky barrier for a target.


HP: 79/132
Stance: Martial Spirit
Steely Resolve: /10
AC: 26, 31 vs Ranged
Touch AC: 11
Cathan's Sigil: 25/50

Double move along the wall to AJ18. If the monster does not appear to be "threatening" (no visible weapons, no horrible looking claws/tail/etc) then I will continue along the wall to AK19 (I know there's no door there for retreat, but Fjodyn doesnt). If it doesnt look safe to pass, he'll stop at AJ18.


Readied Maneuvers

Mountain Hammer Granted
Shield Block Granted
Revitalizing Strike Granted
White Raven Tactics Granted
Divine Surge Granted

Jarian
2012-07-19, 05:06 PM
Edmond

Inching closer to the opening in the doorway, Edmond begins to play as loud and stirring a tune as he can manage with frostbitten fingers.

Step to J-20.

Swift: Inspirational Boost.
Standard: Inspire Courage (http://www.youtube.com/watch?v=uPwf2aDx3pg#t=0m33s). No Words of Creation this time, since I don't trust the odds of staggering myself with their use.
Move: Hope that effect either isn't a spread, or that Gerrin's passwall effect ends this round.

As soon as turn ends, immediate: Activate Badge of Valor.

Everyone gains +5 to-hit, and +5 damage with weapon damage rolls.

sonofzeal
2012-07-19, 06:58 PM
Ryuu Tatsuhiro

"Bah! Your pitiful mewling means nothing. You think you can defeat one chosen by the dragons themselves as their avatar? You'd have better luck against the Prime Evils themselves!" As he advances, he demonstrates a new trick - instead of fire or lightning from his mouth, there comes a wave of pure dischord, cracking not just eardrums but the very cobblestone itself. It seems to wash around Fjodyn

Move: Swoop over to AH22

Swift: activate Scepter of the Pompous Dragonlord, all charges.

Standard: Thunder Breath, [roll0] Sonic Damage, Fort DC 22 Half. This thing might be undead, but I figure damage affects objects too, right? :smallbiggrin:

peterpaulrubens
2012-07-19, 11:23 PM
Paavo

Paavo fumes with the legendary rage that the barbarians of Mount Arreat are known for, bellowing his fury at the enemy as he advances blindly through the fog.

"Our swords come for you, demon! BEWARE!!"


Move: full speed ahead (25' due to fogdarkness) to AI20.
Standard: Lion's Heart roar with Imperious Command: [roll0].
Listen to pinpoint where he was when he last spoke: [roll1].

Edit: pfft. nice roar mouse!

Current AC: 25
Current HP: 97

Ernir
2012-07-20, 05:31 PM
The Cathedral

Everyone but Fjodin, who circles around, bombards the Cathedral with music, shouts, and stone-splitting roars. Still, the creature seems to be no more impressed than before.

"Oh, my. What a bark."

But now that Fjodin is close, he can see who is doing the speaking.

It is a skeleton, wearing a crown and a tattered but once-fine blue cloak. It wields a staff with a fist-sized crystal on one end, holding it more as if it were a scepter or a symbol of power than an actual weapon. If it is aware of the warrior's presence, it ignores him completely.

Paavo successfully locates the enemy via hearing.

Fort save against the Sonic breath: [roll0]

Yet to act in round 5: Sern.

Map updated. (https://docs.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdHVhVFBJOXI1TEtPQU9ySE51RHBrM 1E#gid=0)

Rausdower
2012-07-20, 10:53 PM
With no visibility on the foe and the unending waves of cold chilling to the core, Sern took cover in the closest doorway and awaited his opportunity.

Move to X15 and ready an attack for if/when the fog clears or the foe decides to show.

Ernir
2012-07-21, 11:03 PM
The Cathedral

Just as Fjodin and Paavo have the creature flanked, it blinks out of existence, reappearing a few feet away, and floats before unleashing another wave. This one is, if anything, more bitterly cold than the ones before, and for the first time, you can hear the creature's bones rattling, as if it has trouble controlling the powers it is using.

And miraculously, it remains silent for once.

The skeleton mage is 10' in the air.
Fjodin, Paavo, and Tatsuhiro each take 1.5*[roll0]=63 points of cold damage. Fort save DC 24 for half.
Rolling against Paavo's SR: [roll1]

Yet to act in round 6: Everyone.

Map updated. (https://docs.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdHVhVFBJOXI1TEtPQU9ySE51RHBrM 1E#gid=0)

sonofzeal
2012-07-21, 11:27 PM
Ryuu Tatsuhiro

His teeth chattering at the biting cold despite himself, Tatsuhiro continues to taunt. "Hah! Imbecile! The blood of a silver dragon is in my veins, and you're trying to use cold against me? Fool!"

hp 84/135, even after failing that Fort.

Swoop around to... heck, if the roof's high enough to do so without going through a threatened square, let's go directly above the mage.

Sonic, augmented by Eldritch Admixture (1 point)

[roll0] Sonic damage, Fort DC 22 half.

peterpaulrubens
2012-07-22, 05:09 PM
Paavo

Paavo decides the fight is all but hopeless in the dark, and retreats to find Edmond's light stone.


Double move to W20.


I should have done this in the first place. I kept hoping the tactical situation with the light would improve, but I concede now it ain't. I'm going to get the light stone and hope somehow the fog goes away or the fight moves out of it.

Plus, if the fight starts to really go south, I'm closer to the door. :smallbiggrin:

Diarmuid
2012-07-23, 12:24 PM
Fjodyn Oakenshield

He had been fighting the pain away, but this last blast of frost brings a scream unbidden to the holy warrior's lips. It's the primal scream of a creature sensing its mortality before it and fearing that unknown.

Taking a few rasps of difficult breath, Fjodyn is able to croak out a few words between the chattering of his teeth,

"Whar'd it go? I cannae see the thing anymore..."

Though his words bely a fight left in him...they are certainly not spoken with the conviction the rest of the group has become accustomed to hearing from the stalwart warrior.


HP: 47/132
Stance: Martial Spirit
Steely Resolve: /10
AC: 26, 31 vs Ranged
Touch AC: 11
Cathan's Sigil: 25/50

Talking as a free, hoping to get some help before taking actual actions. If that's not cool I'll amend with an action based on the OOC question I posed and the information currently available to Fjodyn.

Rolling for new maneuvers

[roll=1d4
[roll=1d3[/roll]

Readied Maneuvers

Mountain Hammer Granted
Shield Block Granted
Revitalizing Strike
White Raven Tactics Granted
Divine Surge

Ernir
2012-07-23, 08:47 PM
The Cathedral

While Paavo runs to get the light, the mage responds, just after apparently shrugging off the breath of sound. "So, you are resistant to cold, dragon-man?"

"Thank you for volunteering that information."

Let's see how well the others can describe the situation for Fjodin. :smalltongue:

Yet to act in round 6: Edmond, Sern.

Map updated. (https://docs.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdHVhVFBJOXI1TEtPQU9ySE51RHBrM 1E&pli=1#gid=0)

Jarian
2012-07-23, 09:53 PM
Edmond

With a quick motion, Edmond shoves the cathedral doors back open, then steps back to take cover behind the thick walls once more.

Paavo! The light, quickly! Edmond's thoughts seem near to panic; this was not how he had intended the fight to go, not in the least.

Open cathedral door, 5-ft step south. Ready action to use Song of Celerity when Paavo comes within 60 feet. Free half-speed movement, haste, etc. Only affects Paavo this time, unless others close to within 60 feet before that happens.

sonofzeal
2012-07-24, 03:43 AM
Ryuu Tatsuhiro

"Speaking is a free action that you can perform even when it isn’t your turn"

"Pah! You'll find I'm resistant to many things, mageling! The might of dragons is not to be overcome by the likes of you!"

Diarmuid
2012-07-24, 02:24 PM
Fjodyn Oakenshield

Unwilling to wait any longer, Fjodyn moves towards the only friendly voice he's heard...and finds himself face to face with the skeletal thing that's been causing him so much pain.

Channeling that pain, he takes a mighty swing at the thing with his warhammer.

HP: 57/132
Stance: Martial Spirit
Steely Resolve: 10/10
AC: 26, 31 vs Ranged
Touch AC: 11
Cathan's Sigil: 25/50

Shunted 10 damage into Steely Resolve for +2 Hit/Dmg.

Move Action - Move to AG18.

Standard - Use Mountain Hammer against creature, taking -5 penalty to hit for Stone Power granting 10 Temp HP that will soak up the 10 damage coming out of Steely Resolve at the end of my turn.

[roll0], [roll1] (Ignoring Hardness and DR, gaining 2 HP if the attack hits from stance)

Swift - If the attack hits, activate Brutal Surge on Rune Knell to intiate a Bull Rush, [roll2]. OR If not a hit, and he is visible, use White Raven Tactics on Ryuu.

Rolling for new maneuvers
[roll3]

Readied Maneuvers

Mountain Hammer Granted - Spent
Shield Block Granted
Revitalizing Strike Granted
White Raven Tactics Granted
Divine Surge

Rausdower
2012-07-24, 04:31 PM
Sern

The archer keeps watch in the thick fog with breath baited and bowstring taut.

Still readying an attack, sick em' teammates!

Ernir
2012-07-25, 08:32 AM
The Cathedral

Fjodin moves towards the sound of Tatsuhiro's and the mage's voices, hammer ready to deliver, only to find that when he arrives, the pair of them are flying above the ground, a frustrating few feet out of his reach.

The opponent swoops away again, retreating further into the Cathedral. "I must admit that your durability has exceeded my expectations so far."

"Let us see how you deal with THIS!", the thing shouts, for the first time, annoyance winning out over arrogance in its tone. As before, a wave of energy rolls out - but this time, it is one of cracking and snapping electricity, rather than one of cold.
Mage is still 10' up.

Everyone but Edmond takes [roll0] points of electricity damage, reflex save DC 26 for half.

Rolling against Paavo's SR: [roll1].

Yet to act in round 7: Everyone.

Map updated. (https://docs.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdHVhVFBJOXI1TEtPQU9ySE51RHBrM 1E&pli=1#gid=0)

Diarmuid
2012-07-25, 12:11 PM
Fjodyn Oakenshield

With no idea where the mage is, and no sight of his dragon-man companion, Fjodyn holds still and waits for something that will help him find his target.

As the words of the skeletal thing ring out and the wave of energy washes over him, he thinks to himself, I shoulda been more specific in me wishes..."

Barely able to stand, he makes a snap decision and springs into motion hurling himself against the closest door, hoping to escape the next wave that will surely mean his doom.


HP: 20/132 (had factored in 10 less damage from last round due to Steely Resolve/Stone Power trick, so down 37 not the normal 27 from the lightning)
Stance: Martial Spirit
Steely Resolve: 10/10
AC: 26, 31 vs Ranged
Touch AC: 11
Cathan's Sigil: 25/50

I wouldnt have been able to see them 10' up thru the fog, so I'm working off of that.

Not sure on the mechanics, but I essentially want to bull rush the door at AE15 & AF15. The preference being to break it and go through, hopefully breaking LoE

Let me know how you want to handle it and I can roll whatever you want in OOC, or you can make the requisite rolls.

Readied Maneuvers

Mountain Hammer Granted - Spent
Shield Block Granted
Revitalizing Strike Granted
White Raven Tactics Granted
Divine Surge Granted

peterpaulrubens
2012-07-25, 12:31 PM
Paavo

Paavo, feeling his life ebb away in the face of the cursed thing's magic, still doggedly pursues the light source.


Move: Move to N21, Standard action to pick up stone, move to K20, continue moving to S20.

Current HP: 48 (+ pending Heal)
Current AC: 26 (base 25 + haste)

sonofzeal
2012-07-25, 09:17 PM
Ryuu Tatsuhiro

Taking the full force of the blast, Tatsuhiro keeps his position. One mustn't let fear of failure prevent one from attempting the impossible. "Well, it seems you have some tricks too, I'll give you that. You still won't win, I hope you know, but you gave it a good shot." With that, a ravenous burst of fire flows from Tatsuhiro, clearing the clouds and scorching the mage.

hp 30/135

Fire breath at the Mage, clearing the cloud at the same time.

[roll0] Fire Damage, Ref DC 22 Half.

After that, fly to AM12 for the flank.

Ernir
2012-07-26, 02:23 PM
The Cathedral

Tatsuhiro's breath snaps the magic holding the fog in place, ripping it apart it like an old spiderweb in a gale. It continues on to wash over the mage, who manages to cover itself from the worst of the blast.

Yet, the creature still appears to be entirely undamaged. The only sign of wear that even Tatsuhiro's razor-sharp eyes can detect is a long crack that has formed in the crystal of its staff.

Yet to act in round 7: Edmond, Sern. (Fjodin and Paavo have alterations too?)

Map updated. (https://docs.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdHVhVFBJOXI1TEtPQU9ySE51RHBrM 1E&pli=1#gid=0)

Diarmuid
2012-07-26, 02:31 PM
Fjodyn Oakenshield

With the fog gone, and a clear line to his foe established Fjodyn takes the opportunity to close with the skeletal monstrosity, and prepare a hefty hammer throw to interrupt if it tries to manifest another wave of energy.


HP: 30/132
Stance: Martial Spirit
Steely Resolve: 10/10
AC: 26, 31 vs Ranged
Touch AC: 11
Cathan's Sigil: 25/50

5' shy of being able to move and ready to interrupt...not that it wouldnt have simply 5' stepped or teleported away, but eh...good-bye cruel world.

Shunting 10 dmg into Steely Resolve.

Edit - New) Move 20' straight ahead

Ready action to throw hammer to interrupt casting/manifesting/etc, taking -5 to hit to fuel Stone Power to soak up the 10 dmg coming out of Steely Resolve at the end of my turn.

[roll0] (Edit:-4 to that attack due to switching from melee to ranged), [roll1]

If the attack hits, then I will activate the Brutal Surge ability of Rune Knell to intiate a Bull rush [roll2] (Edit - Not possible due to change from melee to ranged)

Also if it hits, heal 2 HP from stance. (Edit - Not possible due to change from melee to ranged)


Readied Maneuvers

Mountain Hammer Granted - Spent
Shield Block Granted
Revitalizing Strike Granted
White Raven Tactics Granted
Divine Surge Granted

Rausdower
2012-07-26, 05:30 PM
Sern

With the flames making the threat visible, Sern attacks.

5 foot step to X16 and Rapid Shot

A1
[roll0]
[roll1]+[roll2]

A2
[roll3]
[roll4]+[roll5]

A3
[roll6]
[roll7]+[roll8]

Dunno if I needed to roll my ready attack so just in case...
[roll9]
[roll10]+[roll11]

Jarian
2012-07-26, 06:15 PM
Edmond

As Paavo nears, Edmond draws a scroll from his belt, unfurling the length of parchment with a grandiose flourish. A brief, sacred chant fills Paavo's thoughts as he reaches the doorway and begins to turn back, then the barbarian's entire body flashes to golden radiance for the span of one heartbeat. An instant later he returns to his previous appearance, restored to perfect vigor.

Magic Savant, draw scroll, ready to Heal, etc. Discussed in OOC thread.

And yes, I'm milking it for all it's worth. That scroll was damn expensive. :smalltongue:

Ernir
2012-07-26, 07:59 PM
The Cathedral

Thanks to Edmond, Paavo rushes back into the Cathedral with renewed vigor, speed, and perhaps most importantly, a light source.

Inside the darkness, Fjodin waits with hammer in hand, waiting for the best moment to strike.

Yet to act in round 7: Sern (see comment in OoC thread).

Map unchanged.

Ernir
2012-07-27, 06:14 AM
Sern

Stepping closer to get the mage into range of his supernatural senses, Sern joins Fjodin in waiting for the opportune moment to strike.

The Cathedral

The mage begins gathering up his energies again, and Fjodin and Sern both seize the moment. Fjodin's hammer flies towards the creature, but it bounces off as if it had struck solid metal armor. But Sern's arrow is fired with either more skill or luck. It hits it in the skull, spinning it halfway around in the air before it can correct itself.

But still it manages to hold on to its power, and Tatsuhiro finds two separate magical attacks coming his way.

Tatsuhiro gets a targeted dispel on himself.
Against Draconic Flight: [roll0]
Against See the Unseen: [roll1]
Anything else I've forgotten?

Aaand a Disintegrate (yeah, didn't take you long to figure out :smalltongue:). Ranged touch attack: [roll2]. If it hits, DC 23 Fort save or Tatsuhiro takes[roll3] points of damage. [roll4] on a successful save.

Map updated. (https://docs.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdHVhVFBJOXI1TEtPQU9ySE51RHBrM 1E&pli=1#gid=0)

sonofzeal
2012-07-27, 07:38 AM
Ryuu Tatsuhiro

"Hah! Not even taunting any more! Just admit your def-"

A few seconds later, a small pile of ash drifts to the floor....

Ernir
2012-07-27, 08:29 AM
Cathedral

"I didn't catch that last part!", the creature shouts at the ashes floating to the ground, its voice thick with malice... and what sounds an awful lot like relief.

Yet to act in round 8: Edmond, Fjodin, Paavo, (Sern).

Map updated. (https://docs.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdHVhVFBJOXI1TEtPQU9ySE51RHBrM 1E&pli=1#gid=0)

Diarmuid
2012-07-27, 10:02 AM
Fjodyn

Frantically searching for something useful to do, Fjodyn sees the light near the door begin moving and sees that Paavo now has the light. An idea forms from having watched the warrior lay about him with much greater reach than one would seem at first glance.

"Paavo, ye 'ave ta break 'is staff or get 'im down on tha ground somehow!"

Fjodyn waits to see what his companion does before deciding how...or if he can help.


Delaying for Paavo

peterpaulrubens
2012-07-27, 12:06 PM
Paavo

Paavo sprints into the fight, searching out the enemy as the light finally reveals the bowels of the cathedral.


Double-move to AK21, directly beneath the mage. GOGO MageSlayer and stupid big reach! :smallbiggrin:

Diarmuid
2012-07-27, 12:21 PM
Fjodyn Oakenshield

Emboldened by his ally joining the fray, Fjodyn moves to stand side by side with Paavo, ready to help as best he can.


HP: 30/132
Stance: Martial Spirit
Steely Resolve: 0/10
AC: 26, 31 vs Ranged
Touch AC: 11
Cathan's Sigil: 25/50

Move Action - Move to AK20

Standard Action - Pick up hammer that hopefully fell to the ground beneath the thing's feet (If it's not going to be close enough to pick up, then I'll draw my other hammer while moving)

Swift - Use WRT on Paavo

If it's available, ready to use Shield Block as an immediate on Paavo if he's attacked to grant +9 AC bonus.

Rolling for new maneuvers
[roll0]
[roll1]
[roll2]

Readied Maneuvers

Mountain Hammer Granted
Shield Block Granted
Revitalizing Strike
White Raven Tactics
Divine Surge Granted

Ernir
2012-07-27, 01:36 PM
Sern

Now that Paavo has illuminated the target, the archer can finally understand why he has been sensing two evil presences all along.
"His staff! It, too, is a creature of evil!", he says, before launching a flight of arrows at the mage, the first one hitting it solidly in the skull, the others being deflected by what seem to be layers of protective magics.

And for the first time, you are sure you hear the bones of its skull chip.
Pewpew@mister skeleton.
[roll0]
[roll1]+[roll2]

[roll3]
[roll4]+[roll5]

A3
[roll6]
[roll7]+[roll8]

peterpaulrubens
2012-07-27, 06:37 PM
Paavo

Paavo, spurred on by Fjodyn's aid, grabs the mage to prevent it from casting spells.


Extra round due to White Raven Tactics.


Initiate grapple on the mage. If he takes his AoO on me and misses, immediate action to activate my helmet's magic for a free AoO: [roll0] for [roll1]. I suppose that might induce a trip, but since he's flying I won't bother rolling that..

1st iterative:
Touch attack to hit: [roll2]. Grapple check: [roll3], if successful, [roll4] damage (lethal due to spiked gauntlets).

2nd iterative
Touch attack to hit: [roll5]. Grapple check: [roll6], if successful, [roll7] damage (lethal due to spiked gauntlets).

3rd iterative:
Touch attack to hit: [roll8]. Grapple check: [roll9], if successful, [roll10] damage (lethal due to spiked gauntlets).

Current HP: 158
Current AC: 25 (+9 on first attack due to Fjodyn's Shield Block)

Ernir
2012-07-27, 10:44 PM
The Cathedral

Propelled forward by Fjodin, Paavo leaps up, and manages to grab one of the mage's feet. It makes a few futile attempts to claw him away, but they fail to even leave a scratch.
The only thing its defenses do is to block Paavo's counter-counterattack, and it is dragged down to the ground while the barbarian's gauntleted fist explores the lower part of its ribcage.

"This. Isn't. Happening!", he manages to say in between blows.

Paavo enters mage's square, mage can't support Paavo's weight. Both are now in the same square, at ground level.

Yet to act in round 8: Edmond.

Map updated. (https://docs.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdHVhVFBJOXI1TEtPQU9ySE51RHBrM 1E&pli=1#gid=0)

Jarian
2012-07-27, 11:56 PM
Edmond

Edmond waits to see what happens next.

I wouldn't put it past Mister Freeze over there to teleport out of Paavo's grip and disintegrate someone else, so staying put. Pass turn.

Jarian
2012-07-28, 02:07 AM
Hello Mr. Post. Please show up.

Koury
2012-07-28, 02:38 AM
Pile of Dust

The pile of dust that used to be a winged mage stirs slightly, though only those with the keenest of eyes would have noticed. Was it Corretha cheering from beyond the grave at Paavo, Edmond and Fjodyn's heroics? Or was it just an effect of the battle raging nearby?

We may never know.

:smallbiggrin:

Diarmuid
2012-07-28, 06:53 AM
Fjodyn

His confidence rising as he watches Paavo wrestle with the creature, Fjodyn calls out to Sern for help in prioritizing targets.

"Archer!! Which of em's more powerful, skeleton or staff?

Ernir
2012-07-28, 01:48 PM
Sern

"It is the mage!"

The Cathedral

The mage abruptly ceases to struggle, probably knowing it doesn't stand much of a chance slipping free from the ten times heavier Paavo.
But Fjodin and Paavo aren't foolish enough to think it just gave up - even now, it is attempting to work magic.

The mage provokes an AoO from Paavo and Fjodin. Rest of its actions depends completely on how those go.

peterpaulrubens
2012-07-28, 03:20 PM
Paavo

AoO: [roll0] for [roll1]

Diarmuid
2012-07-29, 09:16 AM
[roll0]

[roll1]


Not sure if Stone Power works like Power Attack in that the penalty applies till your next turn or not. It doesn't specify, if it should subtract 5 from that roll.

Ernir
2012-07-29, 10:46 AM
The Cathedral

Although Paavo and Fjodin both see what's coming, in the chaos of the melee, they don't manage to get a good enough hit in to pierce the mage's still-extant protection, and the magic goes off.

It disappears from Paavo's grasp, instantaneously reappearing near the top of the cathedral's ceiling.
"Just dieeeeeeeee!", it screams, and sends a focused blast of cold straight down, which explodes upon contact with the floor, catching both of the warriors.
Fjodin and Paavo both take [roll0] points of cold damage. Fort save DC 22 for half. If the Fort save fails, you must make a DC 22 Will save or be stunned for 1 round.

The mage is now 35' up, just within the shadowy illumination of Paavo's torch.

Yet to act in round 9: Everyone (who is still alive).

Map remarkably unchanged. (https://docs.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdHVhVFBJOXI1TEtPQU9ySE51RHBrM 1E&pli=1#gid=0)

peterpaulrubens
2012-07-29, 11:50 AM
Paavo

Paavo is stunned by the searing cold, barely managing to remain cognizant.

Failed saves in OOC thread...

Current HP: 141
Current AC: 21 (stunned, flatfooted)

Ernir
2012-07-29, 09:48 PM
Sern

The close-range warriors are frozen in place for a moment, but Sern keeps up his assault.

More pewpew!
[roll0]
[roll1]+[roll2], misses on a 1: [roll3]

[roll4]
[roll5]+[roll6], misses on a 1: [roll7]

[roll8]
[roll9]+[roll10], misses on a 1: [roll11]

Ernir
2012-07-29, 09:52 PM
The Cathedral

Each of Sern's arrows shatters harmlessly on the fields of force surrounding the mage.

Yet to act in round 9: Edmond.

The same old map. (https://docs.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdHVhVFBJOXI1TEtPQU9ySE51RHBrM 1E&pli=1#gid=0)

Jarian
2012-07-30, 05:35 AM
Edmond

...

Nuthin' to do. Pass.

Ernir
2012-07-30, 12:19 PM
The Cathedral

The mage sends out a flurry of attacks, two of the sharp ice shards towards Fjodin and Paavo, and a focused beam of cold towards Sern...

and then it abruptly stops.

"This isn't over!", the mage shouts, and with a visible effort, disappears from sight.

The ensuing silence is interrupted a moment later when you see the results of the creature's last counterattack - Sern, frozen solid to the core by the ray, falls to the Cathedral's floor and shatters into a thousand pieces.
@Fjodin: Ranged Touch Attack [roll0]* or [roll1] slashing damage. If it hits, must also make a DC 19 Fort save or take [roll2] points of Constitution damage.
@Paavo: Ranged Touch Attack [roll3] for [roll4] slashing damage. If it hits, must also make a DC 19 Fort save or take [roll5] points of Constitution damage.
Sern takes 9001 cold damage from the ray that automatically hit, and tragically dies.


Your objective was to fight your way to Andariel, correct?
Well, that means you won, although your loot seems to have escaped.

But still, a cursory search around the altar reveals chalices, candle holders, holy cloths, and other items of religious importance that the rogues are happy to give you [roll6]*1000 GP for.

peterpaulrubens
2012-07-30, 02:27 PM
Paavo

Paavo howls his rage at the thing as it flees, cursing it to the Hells and back for denying him his vengeance.


I was just getting warmed up! :smalltongue:

Immediate action to activate the concealment on my Shadow Cloak, giving me a 20% miss chance (trying to avoid CON damage). Ice shard misses on a 1: [roll0]

Otherwise, Fort save: [roll1]

Edit: oh, crap... can i take an immediate action? Otherwiise, blech... 4 CON damage and not enough gold to fix it.



Weary to the bone, Paavo scoops the ashes of his friends in to their cloaks, tying them up in ball and placing them in his pack. He runs outside, hoping to find Edmond warming himself in the sunlight, but bracing to find his frostbitten corpse.

Jarian
2012-08-02, 06:13 AM
Edmond

Edmond offers as jaunty a wave as he can manage between being transmuted into a reptile and having his entire outer layer of skin flash frozen moments before.

Blue Bard needs food heals... badly!

Ernir
2012-08-02, 10:44 PM
The Rogue Encampment

The few surviving, cold and wounded members of the party return to the encampment via town portal, meeting up with those who have come back from their deaths.

Unfortunately, not all did.

After sparing a somber moment of silence, Cain "Fortunately for our quest, there seems to be no shortage of volunteers to take the place of those we lose."

"Biscuit, if you would come over?", he says, gesturing towards a newcomer in the camp.

Ernir
2012-08-06, 04:24 PM
The Rogue Encampment

After a night of licking wounds and sharing life stories around the campfire, the survivors of the previous day, along with Biscuit, head back towards the Cathedral.

Those who were there before find it much as they left it, with the exception that the outer door is now closed, and those small tufts of grass that were coated in residual frost yesterday now cling wetly to the ground.

Still, the Cathedral clearly didn't take long to be repopulated - from the inside, you hear sounds. Tatsuhiro, not really bothered by little things like doors being in the way of the sound, easily identifies it as arguing Fallen.
You are outside the Cathedral, initiative has not yet been rolled. Time for your preparations!

Jarian
2012-08-06, 05:27 PM
Edmond

Having been restored to his usual vigor, Edmond taps his wrist with the ruby-tipped wand again and once more assumes the reptilian form. He waits for the others to finish their preparations, then begins plucking a cheerful tune from his instrument, the enchanted strings perfectly replicating the sound of a master's violin.

Taking Tavar up on his offer, so Edmond will have removed his negative levels overnight with a scroll.

Alter Self into a troglodyte again. After everyone's ready, Inspire Courage (http://www.youtube.com/watch?v=ANWSQo1dqYw#t=0m37s), Words of Creation, Inspirational Boost, Badge of Valor.

+7 to-hit/damage for everyone.

WoC nonlethal damage to Edmond: [roll0]

peterpaulrubens
2012-08-06, 07:25 PM
Paavo

Paavo concentrates for a moment, steeling himself for the battle to come.


Change active focuses to Foot, Eye, and Voice. Nevermind, I'm confused.
Foot, Arms, and Voice are active.

Prepare a debilitating attack via Weapon Master.

3 Determination in Mage Killer, Weapon Master, and Vigilant Defender, and 1 in Outnumbered.

Tavar
2012-08-06, 09:28 PM
Gerrin

Gerrin Concentrates, power flowing around him.


Full Round Action to Manifest a Astral Construct, and naming it with the Boost specialty. [roll0], DC 25. If fails, manifest fails.

Diarmuid
2012-08-07, 09:48 AM
Fjodyn

Fjodyn offers a few rallying cheers and words of encouragement to stiffen his comrade's resolve.


Bolstering Voice active stance: +2 Will saves, additional +2 (+4 total) vs Fear.

Rolling for Granted Manuevers
[roll0]
[roll1]
[roll2]
[roll3]

Readied Maneuvers
White Raven Tactics
Revitalizing Strike
Radiant Charge Granted
Divine Surge Granted
Mountain Avalanche Granted
Mountain Hammer Granted

Koury
2012-08-07, 12:42 PM
Corretha

Having had cast her spells before leaving town, the mage makes no additional preparations for herself. She quietly reminds her allies of the shapechange spell (http://www.giantitp.com/forums/showthread.php?p=12541185#post12541185) she is capable of. If desired, she casts it on them.

"Heart of..." spells activated as per usual. Link shows the forms you could choose, if anyone wants the polymorph now.

Ernir
2012-08-08, 01:21 AM
The Cathedral

Pre-battle preparations complete, the door is kicked open.

A fireball immediately springs out from within, and you expect the worst... but it turns out to be an extremely small and wimpy one, as these spells go.
Inside, a group of frightened-looking Fallen scurries together around a shaman. They make no move forward, doing nothing more offensive than clutching rusted weapons in shaky hands.

Fallen Shaman fires at Paavo. Ranged touch attack [roll0] for [roll1] damage.
The rest group together.

Two of them (F1 and F2) have torches.

Enemy status:
Fallen Shaman: 3/3
Fallen 1: 4/4
Fallen 2: 4/4
Fallen 3: 4/4
Fallen 4: 4/4
Fallen 5: 4/4
Fallen 6: 4/4
Fallen 7: 4/4
Fallen 8: 4/4

Map updated. (https://docs.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdHVhVFBJOXI1TEtPQU9ySE51RHBrM 1E&pli=1#gid=0)

Tavar
2012-08-08, 11:30 AM
Gerrin
Wincing slightly as he realizes what he just unleashed the construct on, Gerrin quickly rips the life from the first rank.


Two words of Entrophy.
FS[roll0], if not a one, [roll1] negative energy damage.
F8[roll2], if not a one, [roll3] negative energy damage.

Ekke Ekke Ekke Ekke Ptangya Ziiinnggggggg Ni

Zooming forward, the construct quickly moves to smash the shaman and one of the fallen warriors.


Manifested to P19-O20
Charge to U19-V20

Full attack on F1, F2, F6
F1:[roll4], damage [roll5]
F2:[roll6], damage [roll7]
F6:[roll8], damage [roll9]
Qualities: Pounce, Extra Attack, Muscle, Improved Grab

peterpaulrubens
2012-08-08, 02:29 PM
Paavo

Paavo follows the construct into the Cathedral's depths, bellowing his fury at the Fallen to frighten them like so many rats.


There's probably a trap of doomdeathphail waiting in my path, but whatever. This is what characters with Wisdom as a dump stat do. :smalltongue:

Move: move to T19.
Standard: Lion Heart roar, 30' range. Save vs. demoralize or cower for 1 round: [roll0]

Current HP: 161
Current AC: 25
+7/+7 Inspire Courage, ends after Edmond's turn on Round 5 (or later, if Edmond continues singing)

peterpaulrubens
2012-08-08, 07:21 PM
Posting mostly so the subscription is updated as that seems to have 500 ISE failed.

However,


Ekke Ekke Ekke Ekke Ptangya Ziiinnggggggg Ni

this made me LOL. Well done sir, well done! :smallbiggrin:

Ernir
2012-08-08, 11:07 PM
The Cathedral

Gerrin clears way for his new construction by knocking out the unfortunate Fallen in the front lines. One of them those is their shaman, who is noisily crushed beneath the construct as it flattens three more with unforgiving blows.

The remaining four start getting likely to flee, but their more serviceable instincts are overridden when Paavo comes charging in too, and their fear freezes them in place.

Enemy status:
Fallen Shaman: Dead
Fallen 1: Dead
Fallen 2: Dead
Fallen 3: 4/4, cowering
Fallen 4: 4/4, cowering
Fallen 5: 4/4, cowering
Fallen 6: Dead
Fallen 7: 4/4, cowering
Fallen 8: -5/4

Yet to act in round 1: Biscuit, Corretha, Edmond, Fjodin, Tatsuhiro.

Map updated. (https://docs.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdHVhVFBJOXI1TEtPQU9ySE51RHBrM 1E&pli=1#gid=0)

sonofzeal
2012-08-10, 08:22 AM
Ryuu Tatsuhiro

Gliding forward on draconic wings, Tatsuhiro prepares to crush yet more impudent mortals - completely forgetting about the outcome of his last fight, of course.

Fly to R20

Lightning line through F4 and F5. [roll0] Lightning Damage, Ref DC 22 Half

Diarmuid
2012-08-10, 01:01 PM
Fjodyn

Moving into the room, Fjodyn sees that Paavo and the construct have the fallen well in hand. He veers off to the side to see if any new horrors are awaiting in the wings.


HP: 140/140
Stance: Bolstering Voice
Steely Resolve: 0/20
AC: 26, 31 vs Ranged
Touch AC: 11
Cathan's Sigil: 0/50

Double Move to S14

Rolling for Granted Manuevers
[roll0]

Readied Maneuvers
White Raven Tactics
Revitalizing Strike Granted
Radiant Charge Granted
Divine Surge Granted
Mountain Avalanche Granted
Mountain Hammer Granted


Bolstering Voice Stance: Allies within 60' gain +2 Will saves, additional +2 (+4 total) vs Fear.

Ernir
2012-08-10, 02:46 PM
The Cathedral

The two fallen caught in Tatsuhiro's breath are completely overwhelmed by the charge, their thin bodies fried on the spot.

Fjodin hurries into one of the side rooms, but finds nothing but the same wreckage as yesterday, and the smell of decaying demon-blood.

Enemy status:
Fallen Shaman: Dead
Fallen 1: Dead
Fallen 2: Dead
Fallen 3: 4/4, cowering
Fallen 4: Dead
Fallen 5: Dead
Fallen 6: Dead
Fallen 7: 4/4, cowering
Fallen 8: -5/4

Yet to act in round 1: Biscuit, Corretha, Edmond.

Map updated. (https://docs.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdHVhVFBJOXI1TEtPQU9ySE51RHBrM 1E&pli=1#gid=0)

peterpaulrubens
2012-08-12, 08:59 PM
Ernir messaged me and said he's having trouble getting posts through , and that anyone who can post can start the next round since the remaining Fallen obviously aren't doing anything.

Jarian
2012-08-13, 08:42 AM
Edmond

Edmond moves into the cathedral, shifting his tune as he goes.

Y POST NO GO THROUGH?! :smallfurious:

Fifteenth time's the charm?

Move to O-21, Song of Celerity. Everyone can immediately move up to half their speed, then is hasted.

Active effects: Inspire Courage +7 (5 rounds), Song of Celerity (Haste, end of next round.)

SoC cooldown: [roll0]

peterpaulrubens
2012-08-13, 04:19 PM
Paavo

Paavo, spurred by Edmond's words, does his best to finish the cowering Fallen.


Move to X23 on Edmond's Celerity free movement.

Full attack on F3, moving to F7 if it dies:
1st iterative:
[roll0] for [roll1]
2nd iterative:
[roll2] for [roll3]
3rd iterative:
[roll4] for [roll5]
Haste bonus attack:
[roll6] for [roll7]


Not bothering to roll for trips because any hit should splatter them.

Ernir
2012-08-14, 08:00 AM
Biscuit & Corretha

Confident the others can handle the rabble without trouble, Biscuit and Corretha stay their hand.

Fiiinally moving to round 2!

The Cathedral

The musically hasted Paavo goes through the remaining Fallen like a hot knife through soft wax sculptures, they never getting a chance to recover from their initial shock before meeting the sword.

The Fallen are all dead or dying.

We are still in initiative. Dunn-dunn-dunn!

Yet to act in round 2: Biscuit, Corretha, Edmond, Fjodin, Gerrin, Tatsuhiro.

Map updated. (https://docs.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdHVhVFBJOXI1TEtPQU9ySE51RHBrM 1E&pli=1#gid=0)

Diarmuid
2012-08-14, 08:31 AM
Fjodyn

Spurned on by the music, Fjodyn moves further into the room so he can see the end of the hall.


Move to V14 with free movement, rest of action depends if the rest of the hall is clear.

Tavar
2012-08-14, 08:44 AM
Gerrin
Hurrying forward, Gerrin hunkers down next to one of the crates.

Move to Q19
Ekke Ekke Ekke Ekke Ptangya Ziiinnggggggg Ni

Moving to one of the side doors, he opens it to peer inside.

move to V21-W22, open closest door.

Hazzardevil
2012-08-14, 04:05 PM
Biscuit mentally and physically cloaks himself in shadows before he hurrys into, axe drawn and ready to be swung.
Biscuit moves to V19 and enters Child of Shadow stance.

Child of Shadow
If you move at least 10 feet during your turn, you gain concealment against all melee and ranged attacks until the start of your next turn. You also gain the standard benefits of concealment, but you cannot use this stance to hide in plain sight; you must still use some other terrain feature that normally allows you to use the Hide skill. The fluttering shadows make it difficult to specifically target you, but your enemies are aware of your position.
This maneuver is a supernatural ability.
Shadow Hand (Stance)
Level: Swordsage 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
As you move, shadows flutter and swarm around you. Even under the bright desert sun, you are difficult to spot as long as you remain in motion.
As an initiate of the Shadow Hand school, you learn to channel and control dark, shadowy energies. This energy flows around you like a concealing robe, hiding you from your opponents as they attempt to strike you. If you move at least 10 feet during your turn, you gain concealment against all melee and ranged attacks until the start of your next turn. You also gain the standard benefits of concealment, but you cannot use this stance to hide in plain sight; you must still use some other terrain feature that normally allows you to use the Hide skill. The fluttering shadows make it difficult to specifically target you, but your enemies are aware of your position.
This maneuver is a supernatural ability.

Maneuvers:
Moment of Perfect Mind: Readied
Stone Bones: Readied
Shadow Jaunt: Readied
Fan the Flames: Readied
Rapid Counter: Readied

Ernir
2012-08-16, 12:17 AM
The Cathedral

While Biscuit enters, careful not to slip in the Fallens' blood, Fjodin and Ekke Ekke Ekke Ekke Ptangya Ziiinnggggggg Ni do a quick sweep through the side rooms, finding nothing.
But Paavo does. As soon as the construct opens the door, Paavo catches the silver glimmer of magic out of the corner of his eye.

And true enough, the skeletal mage from yesterday is standing right there, and turns to face Paavo.

"I heard you didn't knock. Again."

"But that is irrelevant, as you again saw fit to knock on my minions instead. Thank you for being so accommodating. I might have been caught quite unprepared otherwise, and I do hate not being able to present my guests with a proper show."

Skeleton mage status: ?

Yet to act in round 2: Corretha, Edmond, Fjodin (partial?), Tatsuhiro.

Map updated. (https://docs.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdHVhVFBJOXI1TEtPQU9ySE51RHBrM 1E&pli=1#gid=0)

Diarmuid
2012-08-16, 08:07 AM
Fjodyn

Still bolstered by the bard's music, Fjodyn takes full advtange of his newfound speed and chugs past the contruct and Paavo to get into a threatening position on the skeletal mage. (further actions depend on stuff, so will be in spoiler below)


HP: 140/140
Stance: Bolstering Voice
Steely Resolve: 0/20
AC: 27, 32 vs Ranged
Touch AC: 11
Cathan's Sigil: 0/50
Haste: Last Round

I had used my free half move to get into my current position so I should still have a full round's worth of actions to spend here. If that's not the case, I'll revise my actions.

Single Move to V26

If Mage still has the Staff, then I will be attacking the staff using Divine Surge.

If the Mage does not have the staff, then I will ready Divine Surge to interrupt spellcasting.

[roll0], [roll1] + [roll2]

Readied Maneuvers
White Raven Tactics - Granted
Revitalizing Strike Granted
Radiant Charge Granted
Divine Surge Granted Spent (maybe)
Mountain Avalanche Granted
Mountain Hammer Granted


Bolstering Voice Stance: Allies within 60' gain +2 Will saves, additional +2 (+4 total) vs Fear.

Ernir
2012-08-16, 09:52 PM
The Cathedral

Noticing that the mage has been located, Fjodin rushes over to take it on. He has barely made the turn when he slams his hammer into its staff, holy power fueling the swing. The blow connects soundly enough to send sparks flying, but apart from the pre-existing crack in the stone at its head, the staff appears relatively unharmed.

The blow connected, and dealt damage. The damage was reduced by the object's hardness, and some sort of supernatural buffer seems to have taken care of the rest.

Yet to act in round 2: Corretha, Edmond, Tatsuhiro.

Map updated. (https://docs.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdHVhVFBJOXI1TEtPQU9ySE51RHBrM 1E&pli=1#gid=0)

sonofzeal
2012-08-16, 10:47 PM
Ryuu Tatsuhiro

"Bah, you again? I thought I dealt with you the first time", Tatsuhiro pronounces, clearly a bit foggy on the end of the last fight. All he knew was everything had been going fairly well, the mage had been on the ropes, and then he'd woken up back in the Rogue's camp. Obviously this meant he won, right?

Well, time for a rematch either way.

Fly to Q28.

Emptying all charges on Scepter of the Pompous Dragonlord into a sonic attack.

[roll0] Sonic Damage, Ref DC 22 Half

Ernir
2012-08-18, 11:46 PM
The Cathedral

Tatsuhiro follows Fjodin into the side chamber, and promptly hammers the mage with a roaring blast of sound waves. The creature staggers back from the force, but appears mostly unharmed, the brunt of the blast absorbed by its magical buffers.

Yet to act in round 2: Corretha, Edmond.

Map updated (https://docs.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdHVhVFBJOXI1TEtPQU9ySE51RHBrM 1E&pli=1#gid=0)

Jarian
2012-08-19, 12:29 AM
Edmond

Edmond strides through the nearby open door, then turns a baleful glare on the skeletal mage. A horrible stream of vile epithets fills the air in the manner of Edmond's speech, the hateful words alien but their meanings obvious.

Move to O-25, Ready action to use Doomspeak on the mage if it peforms any action. Will save, DC 22, or take a -10 penalty attack rolls, saving throws, skill checks and ability checks for one round. This is not a mind-affecting effect, but a curse.

Koury
2012-08-19, 04:45 PM
Corretha

Determined to prevent her allies (and herself) from becoming a pile of ashes again, the mage moves forward.

Move to P25 and ready an action to counterspell using Dispel Magic.

Ernir
2012-08-19, 09:22 PM
The Cathedral

Corretha and Edmond hurl their respective magics at the mage as it starts concentrating on its next power, but they prove insufficient. Fjodin, too, tries to grab the creature, but what should have been a perfect hit flies straight through it instead, revealing the presence of some kind of protective illusion. As a result, it successfully teleports the few steps it needs to get out of harm's way.

Out of the immediate reach of the party, it prepares its counterattack. "Since you seem to like loud noises...", it says, and releases a sound wave even more powerful than the one Tatsuhiro managed, splitting stones all through the Cathedral.

Everyone takes [roll0]*1.5 = 43 points of sonic damage, reflex save DC 24 for half. Hardness does not apply.

Yet to act in round 3: Everyone.

Map updated. (https://docs.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdHVhVFBJOXI1TEtPQU9ySE51RHBrM 1E&pli=1#gid=0)

Tavar
2012-08-19, 09:43 PM
Gerrin
Gerrin hustles over to the door, hopefully able to shed some light on the situation.


[roll0]
Move to P23.

Result of action to be determined.

Ekke Ekke Ekke Ekke Ptangya Ziiinnggggggg Ni

Reeling from the blow, the construct rushes forward, to contain the foe.


[roll1]

Double move to M27-N28

Ernir
2012-08-19, 11:23 PM
The Cathedral

As Gerrin approaches close enough to see the mage clearly, so can he see the strength of its undead life force.

And it is as the others had reported from the day before - the staff has a will and mind of its own.

Enemy status:
Mage: 122 HP
Staff: 42 HP

I read Recitation of the Unclouded Eye again. Looks like it's only supposed to give the current HP value, not the maximum. Which happens to actually matter now.
No explanation on how temp HP is supposed to be seen, though. :smallbiggrin:

Yet to act in round 3: Still everyone.

Map updated. (https://docs.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdHVhVFBJOXI1TEtPQU9ySE51RHBrM 1E&pli=1#gid=0)

Tavar
2012-08-19, 11:50 PM
Gerrin

Deciding that getting all of the allies together is more important than striking alone, Gerrin focuses on boosting Biscuit's speed.

[roll0]. If not a 1, +20 to his move speed as a truespeak bonus.

Koury
2012-08-20, 11:21 AM
Corretha

Corretha, though heavily damaged from the wave of sound, advances, trying to positioning herself to charge the mage. She unleashes an orb of acid at the mage as she does so, the spell seeming to take but a thought. However, when you look back at her, she apparently has shapeshifted into a much larger man.

Move to T30.
Cast Quickened Lesser Orb of Acid at the mage. [roll0] for [roll1].
Cast Benign Transposition, switching myself and Paavo, assuming he doesn't resist.

Diarmuid
2012-08-20, 12:40 PM
Fjodyn

Seeing his attack on the staff have little to no effect, Fjodyn instead focuses his attention on the wielder. Lifting his hammer aloft, it takes on a glowing radiance of pure good. With a bestial cry, he runs towards the mage and puts everything he has into his attack.

After the swing has been leveled, he beckons to the strange behemoth with him to press the attack.


HP: 107/140
Stance: Bolstering Voice
Steely Resolve: 20/20
AC: 26, 31 vs Ranged
Touch AC: 11
Cathan's Sigil: 0/50
1 Round DR 10/Good

Shunt 20 of the damage into Steely Resolve for +4 hit/dmg.

Charge to O29, using Radiant Charge, taking -5 to hit from Stone Power for 10 temporary HP which will be used up when Steely Resolves ends at the end of my turn.

[roll0], [roll1], + [roll2]

Swift Action - WRT on Construct

Rolling for New Granted Maneuvers
[roll3]
[roll4]
[roll5]
[roll6]

Readied Maneuvers
White Raven Tactics
Revitalizing Strike
Radiant Charge Granted
Divine Surge Granted
Mountain Avalanche Granted
Mountain Hammer Granted


Bolstering Voice Stance: Allies within 60' gain +2 Will saves, additional +2 (+4 total) vs Fear.

Hazzardevil
2012-08-20, 04:20 PM
Biscuit curses his inability to ever stand somewhere useful and repositions himself before letting out a gout of flame at the skeleton mage


HP: 95
AC: 21

Move to Q29.
Then use Fan the Flames.
Make a ranged touch attack with a range of 60 ft to deal 6d6 fire damage.

Attack: [roll0]
Damage: [roll1]
Critical Confirmation: [roll2]

Readied Maneuvers:
Fan the Flames
Moment of Perfect Mind, Readied
Stone Bones, Readied
Shadow Jaunt, Readied
Rapid Counter, Readied
Disarming Strike, Readied
Iron Heart Surge, Readied
Iron Heart Focus, Readied

sonofzeal
2012-08-20, 06:58 PM
Ryuu Tatsuhiro

"A clever trick, it seems you can indeed learn! Well, how about this then?" A blinding bolt of electricity crackles its way from Tatsuhiro, flowing around his allies to pierce right through the skeleton mage.

1 point of Admixture.

[roll0] Lightning Damage, Ref DC 22 Half

Move to... AD 30. Let's see if his range is finite.

Ernir
2012-08-20, 09:23 PM
The Cathedral

The mage is peppered with acid, fire, Fjodin's hammer, and lightning. With each successful attack, Gerrin notices that the life force of the staff dims in proportion with that of its wielder, as if mystically connected.
The connection becomes more evident when Fjodin's charge hits the mage, but it is the staff that forms a crack.
And it is severed when Tatsuhiro's breath hits both mage and the staff, shattering the crystal on top of the latter into a thousand shards.

"NO!", the creature screams in disbelief.

Enemy status:
Mage: 67 HP
Staff: Destroyed

Yet to act in round 3: Edmond, NI (Gerrin's Construct), Paavo.

Map updated. (https://docs.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdHVhVFBJOXI1TEtPQU9ySE51RHBrM 1E&pli=1#gid=0)

peterpaulrubens
2012-08-21, 10:38 AM
Paavo

Paavo finds himself suddenly and fortuitously in range of the mage, and promptly tackles him, trying to cover his mouth to prevent him from casting more spells.
Swift: take 3 Determination from Vigilant Defender and put it in Lion's Heart.
Full attack to grapple with the Mage. I'll take all 4 AoOs if necessary.

1st iterative: Start grapple with the mage. Touch attack [roll0], grapple start [roll1]. If successful, attempt to pin him:[roll2]. If successful, attempt to damage him:[roll3] for [roll4] damage.

2nd iterative: Start grapple with the mage. Touch attack [roll5], grapple start [roll6]. If successful, attempt to pin him:[roll7]. If successful, attempt to damage him:[roll8] for [roll9] damage.

3rd iterative: Start grapple with the mage. Touch attack [roll10], grapple start [roll11]. If successful, attempt to pin him:[roll12]. If successful, attempt to damage him:[roll13] for [roll14] damage.

Haste attack: Start grapple with the mage. Touch attack [roll15], grapple start [roll16]. If successful, attempt to pin him:[roll17]. If successful, attempt to damage him:[roll18] for [roll19] damage.

If any of my pins are successful, deny the Mage from speaking. Also, if a pin is already achieved, use successive iteratives to just damage him.

Current AC: 26 (normal + Haste), 25 after my turn ends.
Current HP: 161

Current bonuses:
+7/+7 to hit/damage from Inspire Courage (ends at the end of Round 5)
Hasted (ends at the end of this round)

Tavar
2012-08-21, 05:20 PM
Ni

Given more time, the beast plunges towards the undead creature.

posted from kindle

[roll0] damage [roll1]

If Successful, auto grapple check [roll2].

Jarian
2012-08-22, 06:27 PM
Edmond

Ears and nose streaming blood from the force of the sonic assault, Edmond decides that discretion is the better part of valor for the moment. The lingering song transforms into a gentle, soothing melody, then vanishes altogether as Edmond gives his sword a curious twist and disappears from sight.

Standard: Aria of Perserverance. Edmond and the most injured ally within 30 feet of him are healed for [roll0] hitpoints, then all allies gain SR 17 and DR 5/- until the end of the next turn.

Swift: Activate wand of Swift Invisibility.

Move: Move half speed to L-23. Move Silently: [roll1]

Ernir
2012-08-23, 10:55 PM
The Cathedral

While Edward delivers another bolstering song and hurries out of harm's way, Paavo successfully tackles the mage, immediately getting a hand around the creature's jawbone. After three great attempts, human muscle proves stronger than the necromancy keeping the bones animated, and the jaw breaks. What's left of its mouth moves soundlessly, as if trying to speak.

Meanwhile, urged on by Fjodin, NI lumbers forward, and starts pummeling the mage's exposed ribcage while Paavo's efforts hold it in place. The first blow hammers straight through its defenses, breaking the sternum. The second blow extinguishes the dim, blue lights in its eyes.

Before NI can deliver one more to make sure it is destroyed, the skeleton suddenly explodes into a thousand tiny, freezing shards of bone that fly in all directions.

Paavo is left freezing - and still holding the mage's possessions.
You win!

But Fjodin, Paavo, Biscuit and NI each take [roll0] points of cold damage. Reflex save DC 16 for half. There is also a Slow effect, but that won't matter.

Loot!

You find:
Headband of Intelllect +4 [8000 GP]
Tunic of Steady Spellcasting [1250GP] (MIC)
Torc of Power Preservation [2000GP] (MIC, no, not the XPH :smalltongue:)
Cloak of Resistance +3 [4500GP]
7938GP in cold, hard coin.

Hazzardevil
2012-08-24, 03:29 AM
Reflex Save:[roll0]
We round down for damage don't we? Or is the rule always round in the way that hurts you the most?

Tavar
2012-08-27, 02:47 PM
Gerrin

As the construct disipates, Gerrin turns to the others.

"Well, do we need to go back to town to heal, or shall we continue on?"

Diarmuid
2012-08-29, 09:33 AM
Fjodyn

Fjodyn grimaces a bit at a pain in his side and mulls over the options,

"I kin keep going...but that thing put quite a hurtin on me and ah'd be much better off for a few minutes at camp. They certainly know we're coming after that battle an there's two ways ta think about that. We either rush right into the next rooms hoping ta not give em too much time ta prepare...or we wait em out a bit and 'ope they waste some spells or other resources planning fer a fight that dont come right away."

At the lack of a cohesive plan from the group, he looks around and asks,

"Who's leadin this operation anyways?"

Tavar
2012-08-29, 02:24 PM
Gerrin

Stroking his chin in thought, Gerrin is silent for a time, before answering as best he can.

"I'm not sure we ever really had a firm leader. All I can remember is doing things by group decision. I guess Mariah was the closest thing we had to a leader for most of the time. Generally we did listen to those who'd been on this quest the longest, though I guess that would only be measured in days or so. At that point, I think it's between myself and Corretha, yes?"

Ernir
2012-08-29, 07:18 PM
The Cathedral

The discussion continues as the party walks back towards the last waypoint. The inner wall being in plain sight as you approach, you see that it is, as it has been for the last two days, entirely deserted.

After a momentary rest within Akara's healing Aura, the party finds itself re-entering the Cathedral, quickly locating a dark, winding stone stairwell leading deeper into its bowels.

The Catacombs

As you descend, the foul smell that permeates all demon lairs, and recently most of the land as well, becomes slowly more pungent.

At the bottom of the stairs, the catacombs await. From what you have gathered from the Rogues, no one still alive knows the way through these twisting tunnels, having been mostly abandoned in favor of the burial grounds in recent centuries.

Still, you have every reason to believe that Andariel's lair is somewhere within, and the initial choice is simple enough - will you head North, East, South, or West?

peterpaulrubens
2012-08-30, 02:42 PM
Paavo

"Let's go west." Paavo points confidently in that direction but offers no explanation as to why.

Ernir
2012-08-31, 07:51 PM
The Catacombs

Not having any information on which to base the decision other than Paavo's confident hunch, the group heads West.

The catacombs turn out to be vast, but not quite the maze you had feared, and you manage to stay your course. It takes you into the way of various lesser demons and undead, but these are quickly and effortlessly dispatched, and give you little cause for concern.

What is rather more worrying is that suddenly, the monsters stop showing up. In their place, you start finding inanimate corpses, gnawed to the bone - a sure sign of a larger, more dangerous predator being nearby.

sonofzeal
2012-08-31, 09:36 PM
Ryuu Tatsuhiro

Even the supremely confident dragonlord is a bit disconcerted by the silence. Gliding ahead on leathery wings, he strains his impossibly-good senses against the seeming emptiness around them.

Let's fly... 45' ahead. Each turn is a move, then an active listen. Flying 10'-20' up in the air as the roof allows,

Blindsense 50
Darkvision 60
See Invisibility

1st set
Passive Spot: [roll0]
Passive Listen: [roll1]
Active Listen: [roll2]

2nd set
Passive Spot: [roll3]
Passive Listen: [roll4]
Active Listen: [roll5]

3rd set
Passive Spot: [roll6]
Passive Listen: [roll7]
Active Listen: [roll8]

Hazzardevil
2012-09-01, 04:40 PM
Biscuit looks around, with his average vision and then takes a good long sniff.

Switch to Hunter's sense stance.
Gain scent.

Spot: [roll0]
listen: [roll1]

Ernir
2012-09-02, 01:40 PM
The Catacombs

Tatsuhiro has floated past multiple chambers devoid of activity, when things suddenly become more interesting.

In a chamber to his right, his senses pick up two motionless creatures. Nothing short of the supernatural would have detected them, however, as he fails to even hear so much as a sound of them breathing.
Looking around cautiously, he can see nothing that moves - but straight ahead, he notices that within the chamber is a nearly-translucent, but thick mess of spider webs.

Biscuit senses nothing but a stench of rot, which is getting stronger the further the group goes down the corridor.

Tatsuhiro is the only one aware of the enemy combatants. He gets a surprise round.

Map up. (https://docs.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdDRDTzdTT3Y3RE9nT2JNSlJUX2pDe kE)

The green goo straight ahead are spider webs.

sonofzeal
2012-09-02, 11:48 PM
Ryuu Tatsuhiro

"Ah HA! There you are! Spiders, eh?" With that he swoops into one of the side alcoves out of sight of the rest of the party.

Move to R5.

If the creatures look undead (spot: [roll0]) then Sonic Breath [roll1] sonic damage, Ref DC 22.

Otherwise Slow breath, Fort DC 21.

Ernir
2012-09-03, 07:05 PM
The Catacombs

Tatsuhiro swoops into the side chamber, narrowly avoiding an embarrassing collision with a spiderweb that covers most of the room, including the large stone sarcophagus in its center.

As he does so, the presence of more monsters registers at the edge of his senses, but he gets limited time to worry about those, as he finds himself facing two pony-sized spiders, dangling lazily from the webbing.

Their multitude of dark, glittering eyes opens just in time to see themselves being covered by slowing gas.

The spiders look both alive and well-fed.

Fort saves: [roll0], [roll1]

I should mention for once: The ceiling height here is "only" 10'.

You win initiative! Yet to act in round 1: Everyone.

Map updated. (https://docs.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdDRDTzdTT3Y3RE9nT2JNSlJUX2pDe kE&pli=1#gid=0)

Tavar
2012-09-03, 07:28 PM
Gerrin

Cursing the winged compatriot as a fool for rushing ahead, Gerrin does what he can to hasten Paavo and Fjodyn.

Phrase of Speed on Paavo. [roll0]

Phrase of speed on Fjodyn. [roll1]

On non ones, the target gains +20ft truespeach bonus to move speed.

sonofzeal
2012-09-03, 10:51 PM
Ryuu Tatsuhiro

Braking and banking into a sharp turn, Tatsuhiro blasts fire to clear out some of those cobwebs... and hopefully the spiders in them at the same time.

Move to Q4

Fire breath east. [roll0] fire damage, Ref DC 22 half.

peterpaulrubens
2012-09-04, 04:12 PM
Paavo

Paavo rushes forward to aid the winged man, spurred on by Gerrin's magic, takes up position outside the door, expecting their foes to come from the direction that Tatsuhiro is blasting fire into.


Move: move to U7 thanks to Gerrin's speed boost.
Standard: ready an attack at the first enemy that shows itself. Using sword 2-handed, Power Attacking for 3:
[roll0] for [roll1]. If hits for 10 damage, knockdown trip touch attack: [roll2] , strength trip check: [roll3]. If successful, extra attack: [roll4] for [roll5]

Current AC: 25
Current HP: 165
Enemies in my threatened area take a -9 on attacks vs. anyone but me.

Diarmuid
2012-09-05, 09:40 AM
Fjodyn

Seeing Paavo following their dragon man, Fjodyn moves down the hall and takes up a position at the entrance on the other side to hopefully keep the group from being flanked by whatever denizens might be lurking there.


HP: 140/140
Stance: Bolstering Voice
Steely Resolve: 0/20
AC: 26, 31 vs Ranged
Touch AC: 11
Cathan's Sigil: 0/50

Double Move to T9

Rolling for initial Maneuvers (too lazy to do a whole post in OOC specially seeing that I'm not using any this round)
[roll0]
[roll1]
[roll2]
[roll3]

Rolling for new Maneuver at end of turn
[roll4]

Readied Maneuvers
White Raven Tactics - Granted
Revitalizing Strike Granted
Radiant Charge Granted
Divine Surge
Mountain Avalanche Granted
Mountain Hammer Granted


Bolstering Voice Stance: Allies within 60' gain +2 Will saves, additional +2 (+4 total) vs Fear.

Ernir
2012-09-05, 08:16 PM
The Catacombs

The spiders suffer a rude awakening with Tatsuhiro's breath. The creatures writhe around in obvious pain, now mostly wrapped in burning webbing.

From the corridor, Paavo and Fjodin can be heard approaching with supernaturally accelerated footsteps.

Reflex saves: [roll0], [roll1]

Yet to act in round 1: Biscuit, Corretha, Edmond.

Koury
2012-09-06, 09:12 PM
Corretha

Advancing with her allies, the mage prepares for more trouble.

Move to Z8.
Ready action to cast Lesser Orb of Fire at any hostile target appearing in my range. [roll0] for [roll1].

Hazzardevil
2012-09-07, 04:30 PM
Biscuit moves about a bit.

Move to Y9 and prepare to use Fan the Flames on any enemies that may appear.

Ernir
2012-09-08, 02:14 PM
Edmond

An angelic chorus trumpets to life in your minds as Edmond draws his sword and moves forward.

Move, start Inspire Courage with Inspirational Boost and Words of Creation. WoC nonlethal damage: [roll0]

+6 to-hit/damage for everyone.

Ernir
2012-09-08, 02:38 PM
The Catacombs

The spiders caught in the burning web quickly but silently leap away from it, and turn to the humans in their lair.

One lands on the sarcophagus, and immediately turns around to launch a thick strand of webbing at Tatsuhiro, evidently trying to drag him in like a bug. The other moves around to get in even closer, but this puts it within reach of Paavo's blade. He swings it with great force at the creature's head, but fails to account for how hard and slippery its exoskeleton is, and it slides off harmlessly.
But the blow does succeed in getting the spider's attention, which comes at Paavo at full speed, and tries to lock its mandibles around the warrior's thigh. This puts it into Biscuit and Corretha's line of sight, both of whom launch bolts of fire at it.

But the fireballs are not the only things being launched, as more spiders arrive from the room straight ahead, and try to catch Paavo and Fjodin in their webs.

Spider 1 fires web at Tatsuhiro. Touch attack [roll0]. On a hit, he is entangled as if by a net (http://www.d20srd.org/srd/equipment/weapons.htm#net).
Spider 2 approaches, and provokes an AoO from Paavo. Tries to bite Paavo when in range. [roll1] for [roll2] damage. If it hits and deals damage, DC 20 Fortitude save or suffer poison.
Spider 3 fires web at Paavo. Touch attack [roll3]. On a hit, he is entangled.
Spider 4 fires web at Fjodin. Touch attack [roll4]. On a hit, he is entangled.

Enemy Status:
Spider 1: You have dealt 21 damage
Spider 2: You have dealt 45 damage, +[roll5] for Biscuit's Fan the Flames
Spider 3: Unharmed
Spider 4: Unharmed

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


Map updated. (https://docs.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdDRDTzdTT3Y3RE9nT2JNSlJUX2pDe kE&pli=1#gid=0)

peterpaulrubens
2012-09-08, 05:41 PM
Paavo

Paavo steps away from the spider, forcing the incoming beasts to brave his blade if they want to make a meal of him, and then unleashes his fury at the eight-legged things.


AoO on Spider 2 (3 PA still active + Edmond's IC):
[roll0] for [roll1]. If hits for 10 damage: touch attack [roll2]. If successful, trip attempt: [roll3]. If successful, extra attack: [roll4] for [roll5].

Fort save vs. poison if the spider doesn't get tripped: [roll6]

5' step to T8.
Full attack on Spider 2, switching to Spider 3 if Spider 2 is killed. No Power Attack.
1st iterative:
[roll7] for [roll8]. If hits for 10 damage: touch attack [roll9]. If successful, trip attempt: [roll10]. If successful, extra attack: [roll11] for [roll12].

2nd iterative:
[roll13] for [roll14]. If hits for 10 damage: touch attack [roll15]. If successful, trip attempt: [roll16]. If successful, extra attack: [roll17] for [roll18].


3rd iterative:
[roll19] for [roll20]. If hits for 10 damage: touch attack [roll21]. If successful, trip attempt: [roll22]. If successful, extra attack: [roll23] for [roll24].


Current AC: 23
Current HP: 148
Currently entangled.
Inspire Courage for +6/+6 for 4 more rounds.
Enemies in my threatened area take a -9 on attacks vs. anyone but me.

Tavar
2012-09-08, 06:41 PM
Gerrin

Clicking his heels together, Herein momentairly disappears, only to reappear further Dow the hallway. He chants again, filling Paavo with strenght.

use boots of big stepping to teleport 60ft down the hallway. That should be at about x7, but figuring it out from my kindle 's screen is a bit difficult.

Word of battle on paavo. If successful +6 to attack and damage for 1 round. [roll0] success on anything but a one.

Ernir
2012-09-09, 09:18 AM
The Catacombs

A moment before the spider can get to Paavo, he manages to intersect his blade, flip the creature over, and hack at its exposed underside until its legs stop doing anything but involuntary twitching.

In a display of skill augmented by Gerrin, he then immediately turns around and gives the creature ensnaring him a pair of solid blows, one taking out an eye and the next one a leg, sending it to the ground.

Enemy Status:
Spider 1: You have dealt 21 damage, unknown HP
Spider 2: Dead
Spider 3: 28 HP
Spider 4: 89 HP

Yet to act in round 2: Biscuit, Corretha, Edmond, Fjodin, Tatsuhiro.

Map updated. (https://docs.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdDRDTzdTT3Y3RE9nT2JNSlJUX2pDe kE&pli=1#gid=0)

sonofzeal
2012-09-09, 10:32 AM
Ryuu Tatsuhiro

Letting out another scorching breath, Tatsuhiro arcs through a tight curve, narrowing missing the walls, before zipping back out to the main group.

Fire breath [roll0] fire damage, Reflex DC 22 half.

Fly to R9

Ernir
2012-09-09, 07:26 PM
The Catacombs

Tatsuhiro's carefully aimed breath completely disintegrates the webbing holding him in place, as well as blasting away at the spider that created it, and swoops away. But in doing so, he comes dangerously close to its snapping mandibles, but Paavo steps in and fends it off before it can do any harm.

AoO on Tatsuhiro: [roll0] for [roll1] damage. If it hits, DC 20 Fortitude save or suffer poison.

Fort save against Thunder Breath: [roll2]

Enemy status:
Spider 1: You have dealt 42 damage, unknown HP
Spider 2: Dead
Spider 3: -3 HP
Spider 4: 89 HP


Yet to act in round 2: Biscuit, Corretha, Edmond, Fjodin.

Map updated. (https://docs.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdDRDTzdTT3Y3RE9nT2JNSlJUX2pDe kE&pli=1#gid=0)

Koury
2012-09-10, 02:40 PM
Corretha

Quickly attuning to a different element, the mage fire off yet another orb, this time a ball of razor sharp ice. As it flies past her allies, they can feel the bone chilling cold it is radiating.

Lesser Orb of Cold, fired at S3.
[roll0] for [roll1].

Average damage here is 22.5, with a little luck I can hit the 29 needed to put him down.

Diarmuid
2012-09-10, 02:56 PM
Fjodyn

Fjodyn is happy to let their resident dragon-man continue to flitter around and burn out the spiders from their hiding place. Seeing the spiders at the end of the hall, he knows Paavo will keep them from the rest of the group and he heads into the other passage to spring anything that might be waiting in there.


HP: 140/140
Stance: Bolstering Voice
Steely Resolve: 0/20
AC: 26, 31 vs Ranged
Touch AC: 11
Cathan's Sigil: 0/50

Move 10' to T11, rest of action somewhat dependant on what I see in there.


Readied Maneuvers
White Raven Tactics - Granted
Revitalizing Strike Granted
Radiant Charge Granted
Divine Surge Granted
Mountain Avalanche Granted
Mountain Hammer Granted


Bolstering Voice Stance: Allies within 60' gain +2 Will saves, additional +2 (+4 total) vs Fear.

Hazzardevil
2012-09-10, 03:48 PM
Biscuit repositions himself again and then takes a swing at a spider.


Biscuit moves to Q8, then uses stone bones.
Attack:
[roll0]
Damage:
[roll1]
Crit Confirm:
[roll2]


Stone Bones: Standard Attack, then gain DR 5/adamantine for 1 round.

Maneuvers Readied:
Moment of Perfect Mind: Readied
Stone Bones:
Shadow Jaunt: Readied
Fan the Flames:
Rapid Counter: Readied
Disarming Strike: Readied
Iron Heart Surge: Readied
Iron Heart Focus: Readied

Ernir
2012-09-10, 06:56 PM
The Catacombs

Fjodin moves into the chamber to the south, miner's eyes quickly giving the chamber an all clear.

Meanwhile, Corretha launches another orb at the frontmost spider, which instantly freezes most of its head and sprays the approaching Biscuit with icicles. One swift blow by him later, and the spider's head is shattered.

Enemy status:
Spider 1: You have dealt 42 damage, unknown HP
Spider 2: Dead
Spider 3: Dead
Spider 4: 89 HP

Yet to act in round 2: Fjodin (partial), Edmond.

Map updated. (https://docs.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdDRDTzdTT3Y3RE9nT2JNSlJUX2pDe kE#gid=0)

Diarmuid
2012-09-12, 10:16 AM
Fjodyn

Seeing nothing in the side corridor, Fjodyn moves back into the main hallway and moves to stand next to Biscuit, urging him on to attack the spider left in front of him.


HP: 140/140
Stance: Bolstering Voice
Steely Resolve: 0/20
AC: 26, 31 vs Ranged
Touch AC: 11
Cathan's Sigil: 0/50

Move back the way I came, doublemoving to Q7.

Swift action, White Raven Tactics on Biscuit.

Readied Maneuvers
White Raven Tactics - Granted
Revitalizing Strike Granted
Radiant Charge Granted
Divine Surge Granted
Mountain Avalanche Granted
Mountain Hammer Granted


Bolstering Voice Stance: Allies within 60' gain +2 Will saves, additional +2 (+4 total) vs Fear.

Jarian
2012-09-12, 11:19 PM
Edmond

Edmond moves closer to the rest of the group, the chorus shifting to a slower, gentler tune as he goes.

Move to Y-8, use Aria of Perserverance. Edmond and the most injured ally within 30 feet are healed for [roll0] hitpoints, then all allies within 60 feet gain DR 5/adamantine and SR 17 until the end of the next round.

AoP recharge: [roll1]

Hazzardevil
2012-09-14, 02:13 PM
Biscuit shifts to stand next to the spider and then Swings his axe twice.




5 ft step to P8.
Full Attack the Spider

Attack 1:
Attack: [roll0]
Damage: [roll1]
Crit Confirm: [roll2]

Attack 2:
Attack: [roll3]
Damage: [roll4]
Crit Confirm: [roll5]

If attacked as an immediate action make a free attack against it.
Rapid Counter:
Attack: [roll6]
Damage: [roll7]
Crit Confirm: [roll8]


Maneuvers Readied:
Moment of Perfect Mind: Readied
Stone Bones:
Shadow Jaunt: Readied
Fan the Flames:
Rapid Counter: Readied unless used.
Disarming Strike: Readied
Iron Heart Surge: Readied
Iron Heart Focus: Readied

Ernir
2012-09-14, 04:42 PM
The Catacombs

Bolstered on by Fjodin and Edmond, Biscuit steps forward again and slices open another spider's carapace, causing dark fluids to start flowing from the wound. His next attack, lacking the momentum of the first, fails to penetrate as deeply.

But it was not a killing wound, and the creature retaliates viciously, Biscuit's parry barely slowing it down.
What's worse - from the shadows, more rustling can be heard from the webs, revealing yet more spiders, one of them even larger than those seen yet. And all of them descend on Biscuit in a shower of hairy legs and mandibles.

Spider 1 attacks Paavo. [roll0] for [roll1] damage. If it hits, Fort save DC 20 or suffer poison.
Spider 4 attacks Biscuit. [roll2] for [roll3] damage. If it hits, Fort save DC 20 or suffer poison.
Spider 5 attacks Biscuit. [roll4] for [roll5] damage. If it hits, Fort save DC 20 or suffer poison.
Big Spider attacks Biscuit. [roll6] for [roll7] damage. If it hits, Fort save DC 28 or suffer poison.

Your DR/Adamantine is effective against these attacks.

Enemy status:
Spider 1: 75 HP
Spider 2: Dead
Spider 3: Dead
Spider 4: 66 HP
Spider 5: ?
Big spider: ?

Yet to act in round 3: Everyone.

Map updated. (https://docs.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdDRDTzdTT3Y3RE9nT2JNSlJUX2pDe kE#gid=0)

peterpaulrubens
2012-09-14, 07:05 PM
Paavo

Paavo hacks away at the spider nearest to him, trying to free himself to engage the huge spider that just appeared.


Full attack on S1. Power Attack for 2. If it does, excess attack go to shredding the web entangling me.

1st iterative:
[roll0] for [roll1]. If hits for 10 damage, touch attack to trip: [roll2]. If hits, trip attempt: [roll3]. If successful, free attack:[roll4] for [roll5].

2nd iterative:
[roll6] for [roll7]. If hits for 10 damage, touch attack to trip: [roll8]. If hits, trip attempt: [roll9]. If successful, free attack:[roll10] for [roll11].Crit confirm for free attack here. (http://www.giantitp.com/forums/showpost.php?p=13899499&postcount=1028)

3rd iterative:
[roll12] for [roll13]. If hits for 10 damage, touch attack to trip: [roll14]. If hits, trip attempt: [roll15]. If successful, free attack:[roll16] for [roll17].

If Spider 1 dies, 5' step due west. If it doesn't die, 5' step due south.

Current AC: 23 25
Current HP: 165
Currently entangled unless I rolled well enough to take care of the web..
Inspire Courage for +6/+6 for 3 more rounds.
Enemies in my threatened area take a -9 on attacks vs. anyone but me.

Ernir
2012-09-14, 07:22 PM
The Catacombs

Paavo skillfully dispatches the spider facing him, and with a final swing, brings his blade close enough to rip apart the sticky webbing clinging to him before turning towards the ones chewing on Biscuit.

Enemy status:
Spider 1: Dead
Spider 2: Dead
Spider 3: Dead
Spider 4: 66 HP
Spider 5: ?
Big spider: ?

Yet to act in round 3: Biscuit, Corretha, Edmond, Fjodin, Gerrin, Tatsuhiro.

Map updated. (https://docs.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdDRDTzdTT3Y3RE9nT2JNSlJUX2pDe kE#gid=0)

sonofzeal
2012-09-15, 02:10 AM
Ryuu Tatsuhiro

Banking sharply again and nearly skipping off the wall, Tatsuhiro slows to a stop a bit behind Biscuit... and lets out another searing torrent of flame.

Move to Q8.

One point of Eldritch Admixture

[roll0] fire damage, DC 22 half.

Koury
2012-09-16, 12:28 PM
Corretha

With a quick word, and through force of will, the mage creates an explosion of particles through the doorway.

Cast Glitterdust, hitting Big Spidey and S4. DC 18 Will or Blinded.

Tavar
2012-09-16, 09:33 PM
Gerrin

Spending all his effort Gerrin's words echo around biscuit, filling gaps in his armor, and sharpening his sword.


5ft step forward.

Word of Battle [roll0]. If not a one, +5 to Attack and damage for one round, as a truespeach bonus.

Word of Defense [roll1]. If not a one, +5 to AC for one round, as a truespeach bonus.

Ernir
2012-09-17, 07:54 PM
The Catacombs

Tatsuhiro's breath passes harmlessly around Biscuit, but hits the spider facing him head-on, instantly scorching most of the hair from the creature's body, and filling the chamber with the putrid smell of foul things burning. Corretha follows up with a spell that fully blinds it, although its larger kin escapes unharmed.

Gerrin's words start filling Biscuit's poison-ravaged body with renewed strength - but will it be enough to keep him fighting?

Enemy status:
Spider 1: Dead
Spider 2: Dead
Spider 3: Dead
Spider 4: 41 HP
Spider 5: ?
Big spider: ?

Yet to act in round 3: Biscuit, Edmond, Fjodin.

Map updated. (https://docs.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdDRDTzdTT3Y3RE9nT2JNSlJUX2pDe kE#gid=0)

Hazzardevil
2012-09-18, 02:06 PM
Biscuit moves away from the spiders and then uses Iron Heart Surges the poison.


5 ft step to Q9 and then Iron Heart Surge to negate all poison.

Maneuvers Readied:
Moment of Perfect Mind: Readied
Stone Bones:
Shadow Jaunt: Readied
Fan the Flames:
Rapid Counter:
Disarming Strike: Readied
Iron Heart Surge: Readied
Iron Heart Focus: Readied

Ernir
2012-09-20, 08:31 PM
Fjodin

Although Biscuit manages to shake off the effects of the poisons before they bring him down, he still staggers back from the melee, weakened. Fjodin takes notice, and immediately steps in to hold the line.

Revitalizing Strike on S4. [roll0] for [roll1] damage, Biscuit is healed for [roll2] points of damage.

White Raven Tactics - Granted
Revitalizing Strike - Expended
Radiant Charge - Granted
Divine Surge - Withheld
Mountain Avalanche - Granted
Mountain Hammer - Withheld

Ernir
2012-09-20, 08:41 PM
Edmond

Edmond launches his blade forward, magially carried on a note and laden with magic. It strikes the wounded spider directly, and cripples it with a magic charge before returning to his hand.

Sudden Stunning Whirling Blade catching Spider 4. [roll0] for [roll1] damage. If it hits, DC 19 Reflex or be stunned for 1 round.
Said Reflex: [roll2]

Ernir
2012-09-20, 08:49 PM
The Catacombs

The fire lighted by Tatsuhiro rages on inside the room, quickly devouring the webbing. The spiders that hung on to it land surprisingly gently on the stone floor, but not before taking burn wounds.

Furious, the two of them still able to fight unhindered both make an attempt to take a bite out of Fjodin.

Spider 5: [roll0] for [roll1] damage. If it hits, DC 20 Fort save or suffer poison.
Big spider: [roll2] for [roll3] damage. If it hits, DC 28 Fort save or suffer poison.

Enemy status:
Spider 1: Dead
Spider 2: Dead
Spider 3: Dead
Spider 4: 20 HP, Stunned
Spider 5: ?
Big spider: ?

Yet to act in round 4: Everyone.

Map updated. (https://docs.google.com/spreadsheet/ccc?key=0AnrwSTVjG0mhdDRDTzdTT3Y3RE9nT2JNSlJUX2pDe kE&pli=1#gid=0)