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MaxCarvel
2013-11-13, 02:23 AM
Faremer steps 1 square closer to Azerach.

Takes a shot with the bow:

Attack: [roll0]; -2 from aura counted.
Hit: [roll1]; +2 from effect from Strike the Avalanches attack done before.
If Hit I slide the target down by 1 square.
If Hit I use Flurry of Blows feature to add additional 6 DAM and slide it to the ground.

MaxCarvel
2013-11-13, 02:25 AM
Faremer takes out the AP and shoots again.

Bowshot:

Attack: [roll0]; -2 from aura counted.
Hit: [roll1]; +2 from effect from Strike the Avalanches attack done before.
If Hit I slide the target down by 1 square.
If Hit I use Flurry of Blows feature to add additional 6 DAM and slide it to the ground.


And Faremer gets 8 THP from Falcone.

MaxCarvel
2013-11-13, 02:26 AM
What the hell bow is this, gonna break it...

sepomon
2013-11-13, 02:39 AM
Halfshoe moves to 2sq right from doc and attacks with his dagger, fainting a strike with right and hitting with left one.

Use Daily power of Duelist Blade, have CA

Attack: [roll0], damage [roll1], sneak attack [roll2]

Hit:target is slowed and grants combat advantage to you (save ends
both).
Miss: Half damage, and the target grants combat advantage to you until the end of your next turn.

sepomon
2013-11-13, 02:46 AM
Halfshoe uses AP and hits again, this time with right hand:

Dazing strike:

attack: [roll0], damage [roll1], sneak attack [roll2]

hit: target is dazed until end of my next turn.

Spiegel
2013-11-13, 02:49 AM
Falcone struggles against the lich's power.

Save against daze/restrain: [roll0]

docHigh
2013-11-13, 02:52 AM
Falcone fails to shake off the effects and its soul is still in the grasp of the fiend. But Azerach, somewhat dazed from the last stab, doesn't notice the failure and forgets to lash out with the shriveling pulse.

Spiegel
2013-11-13, 03:09 AM
"I feel bad... but you will feel worse! Listen to the voice of Moradin!"

Falcone lets loose a bellow, divinely amplified by thousandfold.

Name of Might
Daily • Divine, Implement, Thunder
Standard Action Close blast 3
Target: Each enemy in blast
Attack: Charisma vs. Fortitude
Hit: 3d8 + Charisma modifier thunder damage, and the target is slowed (save ends).
Miss: Half damage, and the target is slowed until the end of its next turn.
Attack: [roll0] (bloodied)
Damage: [roll1]

Spiegel
2013-11-13, 03:10 AM
"I will live!"

Save: [roll0]

docHigh
2013-11-13, 03:13 AM
The echoing thunder bounces off the room walls but mostly misses the skull. What echo is left, it seems to harm the skull normally.

sepomon
2013-11-13, 03:22 AM
Doc summons SB to opposite side from herself from Z.

Team, hold on. I feel better now, and that means so will you.

Still any ally within 5sq of SB has +2 power bonus to all defences

Healing spirit.
Falcone can spend surge, Faramer can add [roll0] hp

Spring renewal strike:
attack [roll1], damage [roll2]

hit: Falcone can spend surge and add 2hp

docHigh
2013-11-13, 03:36 AM
The tomb shrivels and a ripple passes through again. For a brief moment, you no longer have a sense of space, but then appear again in the same chamber, though completely misplaced. The disorientation knocks at you.

vs Ref. If hit, then prone.
Asok [roll0]
Doctor [roll1]
Faremer [roll2]
Falcone [roll3]
Halfshoe [roll4]
SpiritBear [roll5]

Azerach evalues the current situation and then without a word, rises additional 10 feet and remains high below the ceiling (20 feet from ground).

leafblower
2013-11-13, 07:57 AM
Asok stands up, evaluates the situation, confuses himself deeply and lashes a whip against the lich

unaugmented attack [roll0]
if hit -2 attack and defences and 9 dmg psycic if Falcones +6 is applicable-then 15 dmg.

MaxCarvel
2013-11-13, 08:19 AM
Faremer takes a shot at Azerach from distance.

Bowshot:

Attack: [roll0]
Hit: [roll1]
If hit I slide the Z down by 1 square.

sepomon
2013-11-13, 08:30 AM
Halfshoe stands up.

Anybody else tired of this constant repositioning?

H, puts away one dagger and with attack draws a shuriken and steps 2sqr (2left, 1 up)

attack [roll0], damage [roll1], sneak attack [roll2]

docHigh
2013-11-13, 08:33 AM
The shuriken strikes and a visible crack runs down from top of the skull.
Bloodied.

sepomon
2013-11-13, 09:41 AM
Doc stands up and so does SB.

Faramer, embrace the spirit of life.

F can see a golden owl land on his shoulder and then it flies away taking his wounds with it.

F regains hp's as he had spent a surge

Spiegel
2013-11-13, 04:36 PM
Falcone stands up and moves forward.

"You will see the light, whether you want it or not!"

Another ray of brilliant light illuminates the cave.

Radiant Delirium
Standard Action Ranged 5
Target: One creature
Attack: Charisma vs. Reflex
Hit: 3d8 + Charisma modifier radiant damage, and the
target is dazed until the end of your next turn. In addition,
the target takes a –2 penalty to AC (save ends).
Miss: Half damage, and the target is dazed until the end of
your next turn.
Attack: [roll0]
Damage: [roll1]

docHigh
2013-11-13, 10:51 PM
The tomb is silent and no ripple passes through it.

The skull twists in the radiant light and still becomes dazed, though apparently didn't take the full damage of the attack. It ponders a little if to attack the divine character or ignore and take the equally threatening rogue. But then, decides to claim the soul of the rogue.

Falcone - you can describe the effects of the divine challenge.

Azerach takes 9 radiant damage + 5 from vulnerability.
Drain Soul
vs Fort. If hit then target is dazed and restrained (save ends both).
Halfshoe [roll0] (considered -2 from DivChallenge).

Spiegel
2013-11-14, 01:30 AM
As the lich's magic reaches out for the rogue, divine brilliance from Falcone's direction lashes back at it again.

"No, skull thing! You are fighting me, remember?"

leafblower
2013-11-14, 03:24 AM
Seeing the skull's trouble in concentrating Asok feels more competent with his at will attack

The wip cracks on the skull
attack [roll0]
If hit -2 on attacks and defences

sepomon
2013-11-14, 04:11 AM
Have you heard what they say about flying?

Halfshoe puts away his shuriken, charges forward, steps on a stone and takes a giant leap towards the fiend.

acrobatics [roll0]

sepomon
2013-11-14, 04:16 AM
Midair he draws his new dagger and buries it deep to the skull:

attack with topple over [roll0]
damage [roll1], sneak attack [roll2]

Hit: target is knocked prone

The higher they are, the funnier they land.

Spiegel
2013-11-14, 04:23 AM
"Bless your knives, Halfie!" :smallsmile:

Benediction
Encounter • Divine, Healing
Immediate Reaction Close burst 5
Trigger: An ally within 5 squares of you hits with a melee attack
Target: The triggering ally
Effect: The target can either spend a healing surge or make two damage rolls for the attack and use either result.

sepomon
2013-11-14, 04:28 AM
damage reroll [roll0], sneak attack [roll1]

sepomon
2013-11-14, 04:37 AM
Halfshoe lands in spece right from Z.

sepomon
2013-11-15, 02:39 AM
SB moves to the opening in the stones in the north and with mighty roar triest to crush the skull.

attack vs will: [roll0], damage [roll1]

Miss: Half damage.
Effect: The first ally to regain hit points while adjacent to your spirit companion regains 1d8 additional hit points. The second ally to do so regains 2d8 additional hit points, and the third ally to do so regains 3d8 additional hit points. This effect ends after the third ally regains these additional hit points or at the end of the encounter


Doc moves a step forward herself.

Spiegel
2013-11-15, 07:03 AM
"The skull id down, let's keep it there!"

Falcone prays and charges forth again.


Minor: Lay on hands.
Move: next to the skull behind the stones
Action: Bolstering Strike
At-Will ✦ Divine,Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage, and you gain temporary
hit points equal to your Wisdom modifier.

Attack: [roll0]
Damage: [roll1]

MaxCarvel
2013-11-18, 02:06 AM
Faremer climbs on the stones (Spider Technique) and attacks the Z from there.

Acrobatics [roll0]

Dancing cobra:

DEX vs REF
Attack: [roll1]; -2 from fear aura counted
Hit: [roll2]; +2 from Supreme Avalanche Combination.
If hit I will add also Flurry damage + 6 DAM.
Also I will slide it 2 squares to outside of this stone ring.

docHigh
2013-11-18, 02:35 AM
The tomb is silent except for the battle in the misty grove.

Azerach lifts itself up, no longer lying prone. Assessing the situation and overcrowded from enemies, it takes the flight and grows distance between itself and the others. Last you see is him disappearing behind the corner of the corridor.

Attacks of Opportunities..
Faremer and Halfshoe have flank. SpiritBear and Falcone have flank.

Azerach has concealment, fear aura 2.
Azerach has cover against Falcone and Doctor.
Faremer should roll Acrobatics to hit from the wall.

Opportunity attacks provoked from all except Asok.

MaxCarvel
2013-11-18, 02:47 AM
Faremer hits the passing Azerach.

Acrobatics: [roll0]

Melee basic attack:

STR vs AC
Attack: [roll1]; -2 from aura and +2 from flank considered
Hit: [roll2]; +2 from previous hits
If Hit I will add Flurry of blows 6 DAM and slide it back by 1 square.

sepomon
2013-11-18, 02:48 AM
AO from Halshoe

attack [roll0], damage [roll1]

AO from doc [roll2], damage [roll3]

SB AO [roll4], damage [roll5]

Spiegel
2013-11-18, 02:49 AM
"Oh no you don't!"

Falcone swipes after the skull as it tries to fly past.


Attack: [roll0] (not counting flank, fear or concealment)
Damage: [roll1]

docHigh
2013-11-18, 02:56 AM
Nimble as death itself, the skull evades all but the Paladin who catches its nemesis with the hammer.

leafblower
2013-11-18, 08:19 AM
Asok readys himself to follow the ones, carrying the light.

sepomon
2013-11-18, 10:13 AM
Halfshoe runs 8 squares to the direction the skull left. Does he see something from there
perception[roll0]

docHigh
2013-11-18, 10:21 AM
Halfshoe rushes forward and first, doesn't see anything in his sight but a shadow on the ground. Then .. he remembers the skull flew and just there below the ceiling is Azerach. Compared to Halfshoe, the skull hovers there quite calm without any fatigue from rushing.

Asok follows Halfshoe 30 feet, just as he readied.

sepomon
2013-11-18, 10:55 AM
He is floating just around this corner, quickly, you can reach it.

Halfshoe moves 2 squares forward with deft strike and stabs the skull with pointy end of dagger.

attack [roll0], damage [roll1]

docHigh
2013-11-18, 11:03 AM
The dagger flashes just inches away from skull.

Spiegel
2013-11-19, 02:27 AM
"After that skull, boys!"

Falcone takes off with all her speed.

Run: move +2

Falcone moves forward as far as she can.

sepomon
2013-11-19, 02:52 AM
...And girls!

Doc dismisses SB and makes double move and takes her position behind Halfshoe.

MaxCarvel
2013-11-19, 03:59 PM
Faremer follows Azerach to give him a bit more taste of the avalanche.
By using his Spider technique he will move and stand on the wall right on top of Paladin.

Strike the Avalanche:

DEX vs FORT
Faremers move is part of this action. +2 to speed.
Attack: [roll0] -2 from aura considered
Hit: [roll1] +2 from previous powers
If Hit then add +6 DAM from Flurry.
If Hit them move Azerach back 5 squares (4 from avalanche, 1 from Flurry) inside the room, will not do a secondary attack since noone is around him.

---
Attack Technique Standard Action Melee touch Primary Target: One creature Primary Attack: Dexterity vs. Fortitude HIt: ldl 0 + Dexterity modifier damage, and you slide
the primary target a number ofsquares equal to your Wisdom modifier. Make a secondary attack that is a close burst 1 centered on the primary target. Secondary Target: Each creature in burst other than
the primary target
Secondary Attack: Dexterity vs. Fortitude
HIt: The secondary target falls prone.
Movement Technique Move Action Personal Effect: You move your speed + 2. During this movement,
you don't provoke opportunity attacks from prone
enemies.



In the end of the turn will fall on the ground from the wall.

docHigh
2013-11-19, 05:00 PM
The elf gains unimaginable determination as it rushes to battle with little heed to surroundings. Azerach can't even expect any such stunts and the attack lands right in middle of the eyes, knocking the wind out of it. Not only harmed, it also is slid back into the cavern.

Fall damage for Faremer [roll0]
Damage to Azerach is 2x10+10+6= 36 + [roll1] ki focus critical.

Azerach is really surprised of the turn of the events. It rises below the ceiling (~15 feet) and then attacks the paladin with two rays of necrotic bursts, who so annoyingly has marked it.

vs Ref
Falcone [roll2]
Damage [roll3] necrotic damage
Falcone [roll4]
Damage [roll5] necrotic damage

Spiegel
2013-11-20, 05:49 AM
"Ow! Let's get this thing!"

Falcone tries to regain some energy...

Minor: Lay on hands

...then runs after the skull again.

Move+Move so I end up next to the skull again.

sepomon
2013-11-20, 05:56 AM
Halfshoe moves 6sqr closer (one right) puts away 1 dagger, draws shuriken takes another step closer with deft strike and attacks

[roll0], damage [roll1]

Die!

MaxCarvel
2013-11-20, 06:06 AM
Faremer stands up and gives a shot with his LongBow.


Attack: [roll0];
Hit: [roll1];
If Hit it will slide the Z down closer to ground by 1 square.

leafblower
2013-11-20, 07:55 AM
Seeing the opening, Asok whips the target ones more
this time augment 2


Attack [roll0]
[roll1] psyc
if hit then´-2 to saves, attacks defences

docHigh
2013-11-20, 08:10 AM
Whoosh and the arrow whistles past the skull. Whipsh and the lash misses Azerach. Now, Doctor moves closer and whispers something into its totem. A spirit of leafy figures moves forward, swiping ith a scythe at Azerach into its dark hold. Then the spirit bear reappears next to it.

Spirit of Autumn’s Reaping Shaman Attack 9
A spirit of a robed figure swings its scythe to harvest the enemy’s life, using that energy to heal you and your allies.
Daily ✦ Healing, Implement, Necrotic, Primal
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Fortitude [roll0]
Damage [roll1] necrotic damage, and the target gains vulnerable 5 to all damage (save ends).
Miss: Half damage, and the target gains vulnerable 2 to all damage (save ends).
Effect: You and each ally within 10 squares of you regain 5 hit points.

docHigh
2013-11-20, 10:08 AM
The scythe brushes slightly against the skull but the small amounts of necrotic damage leave no mark on Azerach. It then turns and no longer being challenged by the Paladin, strikes twice out at the rogue: "I sense dark powers in you. Are you sure you don't want to join me rather than loose your soul?"

vs Ref Twin Rays
[roll0]
Damage [roll1] necrotic damage
[roll2]
Damage [roll3] necrotic damage

It then flies and repositions itself in the other side of the room (still ~15 feet off the ground).

docHigh
2013-11-20, 10:09 AM
Having moved, it clatters it teeth to shake off the vulnerabilities.
Save [roll0]

sepomon
2013-11-20, 11:34 AM
Halfshoe puts away ahuriken, moves south into middle of stones, takes a giant leap of a stone towards the skull (acrobatics [roll0], draws a dagger mid-air and attacks it with Imperiling Strike
[roll1], damage [roll2]

hit: until end of my next turn penalty to AC and Ref - 3

Pups, remember when I taught you about taking down weakened prey?

docHigh
2013-11-20, 02:59 PM
Most of the efforts of Halfshoe go into performing this acrobatic stunt of spring to the target rather than precision. The strike misses Azerach while the half-orc lands on ground. "I shall consider it as a 'no'" says Azerach.

Spiegel
2013-11-20, 04:39 PM
"I'm here! Thunder take you, bonehead!"

Move: up to the Z

Falcone strides forward, swinging her weapon. The air rumbles around it as if in a great storm, sending shockwaves towards the skull.



Action: Astral Thunder
Encounter Divine, Implement, Thunder
Standard Action Close Burst 3
Target: Each enemy in burst
Attack: Charisma vs Fortitude
Hit: 2d8 + Charisma modifier thunder damage. Until the end of your next turn, the target takes a penalty to attack rolls equal to your Wisdom modifier.

Attack: [roll0] (not bloodied anymore)
Damage: [roll1]

docHigh
2013-11-21, 01:14 AM
The shock-wave hits Azerach with full force.

leafblower
2013-11-21, 02:53 AM
I think that I`l give you a good spanking. I`l whip you till your dead. At least deader than now.

A whip cracks on the skull

Attack [roll0]
if hit -2 on attacks and defences

MaxCarvel
2013-11-21, 10:09 AM
Faremer move scloser by 7 steps and shoots with the Bow.


Attack: [roll0]
Hit: [roll1]
If Hit it will slide the Z down closer to ground by 1 square.

docHigh
2013-11-21, 10:59 AM
Whoosh and thunk can be heard behind on the ceiling as the arrow misses the target.

sepomon
2013-11-22, 04:15 AM
Oh highly respected spirits of the winter, show our enemy the real meaning of cold.

You see swirling winds together with snow lashing towards the skull.

attack vs fort [roll0], damage [roll1].

SB moves 1sq left from Paladin.

Also doc sends healing spirits to help Halfshoe. Some of them aid the Paladin through SB.

Healing spirit. Halfshoe can spend surge. Falcone can add [roll2]hp + [roll3] from wind of pain and succor's effect.

sepomon
2013-11-22, 04:20 AM
healing spirit again - [roll0],

sepomon
2013-11-22, 04:28 AM
once again [roll0]

docHigh
2013-11-22, 04:34 AM
The chill winds blow past Azerach as he takes use of the mists of the cavern. The paladin appears to be an annoyance even on the ground with its thunder strikes. Thus, two rays of pure hatred shoot towards her. With that, he moves away and positions itself above Asok and Doctor though still 15 feet from ground.

Twin rays against Falcone's Ref
Attack [roll0] (includes Falcone's -3 to attack, does not include concealment)
Damage [roll1] necrotic damage

Attack [roll2] (includes Falcone's -3 to attack, does not include concealment)
Damage [roll3] necrotic damage

sepomon
2013-11-22, 04:51 AM
Monk, can you bring it closer to us? I will use the stones again to jump but it would not hurt if the thing was not that high.

MaxCarvel
2013-11-22, 04:52 AM
Faremer, will try to get it down.

MaxCarvel
2013-11-22, 05:00 AM
Faremer climps up the wall and over the ceiling right besides A and Z and will give Z a little nudge.

Cranes dance:

DEX vs REF
Attack: [roll0]; -2 from aura counted.
Hit: [roll1]; +2 from previous attacks.
Miss: Half damage
If Hit the target falls prone.
If Hit add 6 DAM from Flurry. Will not use shift this time.
Effect: Shift 2 squares down from the ceiling:)


In the end of the turn will fall down from the ceiling.
Acrobatics to reduce the damage taken: [roll2]

docHigh
2013-11-22, 05:11 AM
The attack brings Azerach down to ground and shortly after, the monk also falls gracefully down prone next to it.You reduce falling damage by 17 points. :)

sepomon
2013-11-22, 05:11 AM
Nice work, fist-boy. Prone enemies are my favourite enemies.

H moves directly towards Z and makes a Depp Cut vs Fort

attack [roll0], damage attack [roll1], sneak attack attack [roll2]

Hit: 8 ongoing damage (save ends).
Miss: Half damage, and no ongoing damage.

sepomon
2013-11-22, 05:13 AM
sneak attack missing d [roll0]

docHigh
2013-11-22, 05:16 AM
The constant hits batter the skull and a larger chunk on its right cheekbone is starting to crack off.

sepomon
2013-11-22, 05:29 AM
SB moves to opposite side of Asok from Z and attacks the skull

vs ref [roll0], damage [roll1],

hit: Until the end of your next turn, any ally who makes an area or a close attack that includes your spirit companion in the area of effect gains a + 1 power bonus to the attack rolls of that attack.

leafblower
2013-11-22, 05:33 AM
nows the time to immobilize you

Asok uses shard swarm to teleport 3 sqr diagonally down-left- he gets +2 to ac and ref, az grants CA to asok

Then he puts a thought in the head of the Lich that he cant move

inflicted mindscape burst 1 centered on Az. Vs ref
Attack [roll0]
Dmg [roll1] psyc
If hit immob save ends
Miss half and slowed save ends
Zone sustain minor

leafblower
2013-11-22, 05:35 AM
Crit dmg [roll0]

Spiegel
2013-11-22, 06:14 AM
"Yes, that's it! Bless your eternal sleep, lich!"

Falcone draws next to the skull, weapon raised.


Action: Valorous Smite

Encounter • Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2W + Charisma modifier damage. Each enemy within
3 squares of you is subject to your divine sanction until
the end of your next turn.

Attack: [roll0]
Damage: [roll1]

docHigh
2013-11-23, 05:56 PM
Azerach is pinned down. Not willing to provoke any further attacks, it sets itself into defensive stance and then clatter teeth to shake of the effect.

Total defense
[roll0]

MaxCarvel
2013-11-24, 12:52 PM
Faremer standas up and gives a show with his first having index and second finger raised.

Dancing Cobra strike:

DEX vs REF
Attack: [roll0]; -2 from aura counted
Hit: [roll1]; +2 from previous attacks and +6 from WOG and +6 from Flurry counted.

sepomon
2013-11-25, 03:07 AM
Surrender now and we let you go!

Halfshoe uses riposte attack to motivate fiend not attack back.

attack [roll0] (fear, concealment, CA),
damage [roll1], sneak attack [roll2]

hit: . If the target attacks you before the start of your next turn, you make your riposte against the target as an immediate interrupt: a Strength vs. AC attack that deals 1[W] + Strength modifier damage.


Ha-haa, just kidding - there is no escape for you now

Spiegel
2013-11-25, 03:24 AM
"Yes, take your bones to dust now!"

Falcone brings her weapon down on the skull.

Action: Virtuous strike (charisma vs ac)
Attack: [roll0]
Damage: [roll1] (radiant)
Hit: you gain a +2 bonus to saving throws until the start of your next turn.

leafblower
2013-11-25, 03:40 AM
Asok whips the target again.

attack vs will [roll0] nothing calculated
if hit -2 to attacks and def

leafblower
2013-11-25, 03:41 AM
sustains the slow-zone with a minor action

sepomon
2013-11-25, 04:04 AM
SB shifts to be in between of H and P.

Then it roars, so that everybody (but the skull) are happy that he fights on their side, and attacks

attack [roll0], damage [roll1]

hit: each ally adjacent to your spirit companion gains 2 temporary hit points.

The bear roars again, doc uses AP and same thing happens:

attack [roll2], damage [roll3]

hit: each ally adjacent to your spirit companion gains 2 temporary hit points.

docHigh
2013-11-25, 05:12 AM
The strike burns, it burns.. Then, seeing its peril in hand, Azerach takes flight and heads again for the corridor.

Everyone can get of AoO (basic melee attack). If it survives, it vanishes behind the corridor corner.
Effects: concealment, fear, prone

Spiegel
2013-11-25, 05:35 AM
"Hey, hey, hey!"

Falcone swings after the flying skull.

Attack: [roll0] (not counting any + or - effects)
Damage: [roll1]

MaxCarvel
2013-11-25, 06:21 AM
Faremer takes his turn aswell.

Attack:

STR vs AC
Attack: [roll0]; +2 CA, -2 Fear, -2 concealment, -2 total defence counted.
Hit: [roll1]; +2 previous attacks, +6 flurry, +6 WoG
If hit I shift it 1 square closer to the ground.

sepomon
2013-11-25, 06:38 AM
AO for Halfshoe

attack [roll0], damage [roll1], sneak attack [roll2]

for Doc [roll3], damage [roll4]

for SB Spirit Fangs vs Ref[roll5], [roll6]

docHigh
2013-11-25, 06:43 AM
The skull cracks and falls down on the floor at the stab of the dagger.

4500 for the encounter.
2500 for destroying the construct.
So 1400 exp to each.

leafblower
2013-11-25, 06:47 AM
Asok takes a closer look at the skull, before Halfshoe uses it as a hat or a dipingbowl.

Arcane [roll0]

sepomon
2013-11-25, 06:47 AM
ARGgghhhh, yeah. I am the man! Anybody else wants to taste the dagger?


Oughh, yeah! Hahhhaaaaa!

leafblower
2013-11-25, 06:49 AM
You, my friend are truely a mighty warrior.
Asok rases his amputee hand and salutes

Guess wich finger I`m raising!?

Spiegel
2013-11-25, 07:07 AM
"Yeah, Halfie! Good going!" :smallbiggrin:

docHigh
2013-11-25, 07:13 AM
The cracked skull itself is not much of use, with its one cheekbone completely broken off and a crack running down the top of scalp. The rest of it however is more interesting: both of the eyes are actually rubies and 6 teeth are made of diamond. There is no remaining magic lingering around this construct. It is dead.

MaxCarvel
2013-11-25, 07:23 AM
So shall we have a look where does the tunnel where we found Azerach take us?

sepomon
2013-11-25, 07:25 AM
This will make a fine souvenir.

Halfshoe sticks the skull to his bag.

sepomon
2013-11-25, 07:26 AM
Sure, fellow monk, lead the way!

Halfshoe is visibly in good mood.

leafblower
2013-11-25, 07:47 AM
Wait for a minute Halfie, I think that we should divide the teeth and the eyes in evenly porpotionate fashion. The teeth are diamonds by the way. And eyes are rubys.

Asok tries to divide the loot, then he follows/leeds the way back to the room, where the rest of his magicitems were

sepomon
2013-11-25, 08:03 AM
Halfshoe ponders over Asoks proposal.

What could the loot be worth? Insight [roll0]

docHigh
2013-11-25, 08:21 AM
To Halfshoe:
You've seen your share of gems before but these rubies rock the world. The diamonds are not bad either.
ruby eyes are worth 1,450 gp each
teeth are worth 250 gp each

sepomon
2013-11-25, 08:26 AM
Ok, no problem Asok, you all deserve a prize for this fight.

Halfshoe hands everyone 2 teeth, keeping the rubies to himself.

sepomon
2013-11-25, 08:29 AM
Had to break a perfect souvenir for this, but hell I am in a good mood.

leafblower
2013-11-25, 08:30 AM
This allmost seams like a fair deal

insight [roll0] for how much the stoneds could be worth.

docHigh
2013-11-25, 08:33 AM
To Asok:
You have a feeling, the rogue is too happy with the deal he proposes though these gems aren't that valuable to be 'that' happy. You estimate the teeth are worth 150 each and the rubies about 750 each.

leafblower
2013-11-25, 08:38 AM
Well the teeth seem to be at least 5 times less valuable than the rubys, so I sugest that we take a diamond each and give the rubys to the less-material guy-the monk could take hold of the rest. But I think we can think it over, after we retrieve the stuff from the vault.

Asok takes a diamond and sets his steps towards the vault, to get his stuff back.

docHigh
2013-11-25, 08:43 AM
Familiar with the road and assisting the less handy, the party eventually returns to the pillared room. Just as before, the doors close shut after 15 seconds leaving no way backwards. Knowing to avoid the pillars, the group makes its way finally to the place where they first met the construct with the treasure on the ground.

Entering the vault, you can all feel a small tremor. Then its quiet again.

leafblower
2013-11-25, 08:54 AM
Asok finds his stuff and picks them up, then he looks around for other things.

perc [roll0]

docHigh
2013-11-25, 09:15 AM
All the same items (except the dagger which Halfshoe has) are here.

Bear-figurine: doesn't appear magical.
doctor's clothes: these are Doctor's. There is also the viper belt, which she lost.
elixir of will (lvl 13).
elixir of reflexes (lvl 13).
large gems: not magical.
potion of clarity (lvl 10).
potion of spirit (lvl 10).
small gems: not magical.

As you fasten the clothes, another tremor runs through the crypt.

sepomon
2013-11-25, 10:32 AM
Doc is a bit worried about the tremors.

Spirits of the tomb, what is causing this effect? Are we in danger?

dungeoneering [roll0]

docHigh
2013-11-25, 10:38 AM
To Doctor:
The voices of all the past trapped heroes almost scream in your head "... The tombs are built for the tired... Are you tired? ... The last tired inhabitant just moved away and it is vacant ...? Doc, are you tired? ... Can your soul hold this place like Azerach did? ... Or are you simply tired? ..."

leafblower
2013-11-25, 11:08 AM
Asok crabs the potions and his staff-the book and other stuff, and heads to the exit of the tomb, to the first entrance

Lets run guys!

leafblower
2013-11-25, 02:53 PM
Asok goes to the throneroom, to see if the crown and scepter are still there.

docHigh
2013-11-25, 03:17 PM
The others:
What do the others do? Do you follow Asok?

To Asok:
The throne is 18 squares away, with climbing the walls it takes 3-4 turns to get there. Where do you want to start searching for the crown and scepter? And of course, perception roll if you start searching.

sepomon
2013-11-25, 05:32 PM
Asok, my friend. I do not believe we have time to exit from there. There is got to be a backdoor. Spitits are restless

Doc starts leading people to around the corner in north.

Halfshoe gladly follows doc.

Let Asok bring the scepter and crown. They can be of great value.

docHigh
2013-11-26, 01:44 AM
The corridor makes a U-turn and opens up into wider corridor. There are 2 doors at the end of the southern end.

Do you move normally or are you looking for traps as well?

sepomon
2013-11-26, 02:18 AM
Neither D nor H are running blindfolded. They keep their eyes open for traps, but are not actively searcing for them

MaxCarvel
2013-11-26, 02:29 AM
Faremer follows Doc and Halsfhoe. Eyes open, not to get into the traps.

leafblower
2013-11-26, 02:33 AM
mentali imaging the way back to the throne, Asok decides it`s not worth a Sprint.

Follows the others - Lantern hooked to the staff

docHigh
2013-11-26, 02:36 AM
Moving cautiously with half speed not to set off any traps, you reach the doors.

leafblower
2013-11-26, 02:38 AM
Asok detects magic on the doors

arcane [roll0]

docHigh
2013-11-26, 02:41 AM
To Asok:
20 feet behind the doors, there are two sources of magic.

After one minute of detecting magic, there is another rumble and a few chips of paint fall off from the ceiling.

leafblower
2013-11-26, 02:43 AM
Well, the doors ain`t magical, behind the doors there is some magic-two sources, 20 feet behind the doors.
The traps please!

sepomon
2013-11-26, 02:45 AM
what doors are these. Are there traps. How do they open?

Perception for Doc [roll0]
Thievery from Halfshoe [roll1]

docHigh
2013-11-26, 02:50 AM
The doors do not contain any visible traps and will require muscle-power to force open as they have not been used in ages. The doors are of iron-banded oak.

MaxCarvel
2013-11-26, 02:56 AM
Faremer tries to open the doors.

Strength: [roll0]

sepomon
2013-11-26, 03:02 AM
Halfshoe helps F with the scond door [roll0]

docHigh
2013-11-26, 03:03 AM
Faremer pulls the left door open only to find a new 10-by-10-foot room with a new door to the south. This looks also to be iron-banded oak door.

MaxCarvel
2013-11-26, 03:27 AM
Any traps on the door in the next room? Perception [roll0]

If no traps will try to open that aswell: Strength [roll1]

docHigh
2013-11-26, 03:33 AM
Faremer leaves Halfshoe waiting next to the door and without seeing anything suspicious with his first look, he pulls the next room's door. Another 10-by-10-foot room is revealed however there is a portal at the end. It swirls with silver glow but doesn't reveal where it takes.

sepomon
2013-11-26, 03:33 AM
Halfshoe tries to open the door to his left.

[roll0]
[roll1]
[roll2]

docHigh
2013-11-26, 03:35 AM
Halfshoe pulls the left door open only to find a new 10-by-10-foot room with a new door to the south. This looks also to be iron-banded oak door.

leafblower
2013-11-26, 03:36 AM
Asok concentrates on the portal to figure it out, where does it take

arcane [roll0]

MaxCarvel
2013-11-26, 03:37 AM
Asok, come an take a look at this. Shall we take a ride?

leafblower
2013-11-26, 03:39 AM
Well, it`s a portal and it`s supposed to take you ...

...somewhere

docHigh
2013-11-26, 03:40 AM
Asok spends another minute on the Portal and the tomb rumbles again. A clear crack runs along one of the walls.

To Asok:
Well, it is a portal..

MaxCarvel
2013-11-26, 03:44 AM
Thanks for the answer Asok, you made it so much clear. I will use my skills to better understand what it does.

Faremer jumps into the portal.

leafblower
2013-11-26, 03:44 AM
Asok tries to remember the portals from before, and figure it out if any could connect to this one.

insight [roll0]

docHigh
2013-11-26, 03:52 AM
To Faremer:

You exit the portal and find yourself falling. With a glimpse, you see a rusted spike down in the pit.
vs Ref [roll0]
Hit: The target drops into the pit, takes [roll1] damage and ongoing 5 poison damage (save ends), and falls prone.
Miss: the target falls and takes [roll2] damage.

To Asok:
With all those portals you didn't explore, this one could take you anywhere.

leafblower
2013-11-26, 03:59 AM
Asok tries to telepathically communicate with Faremer
Range 20 he can speak back.

Is it safe to pass, Faremer? Are you OK

MaxCarvel
2013-11-26, 04:00 AM
Bloody hell, they really do not know how to build the portals.... why build it on top of a pit.

What can I see around? Where am I? Familiar place?
Perception [roll0]

sepomon
2013-11-26, 04:03 AM
Halfshoe continues his path:

Next door:
[roll0]
[roll1]
[roll2]

sepomon
2013-11-26, 04:04 AM
The damn thing does not open. Falcone, can you give me a hand?

1d20+7
1d20+7
1d20+7

sepomon
2013-11-26, 04:05 AM
[roll0]
[roll1]
[roll2]

docHigh
2013-11-26, 04:29 AM
To Halfshoe:
Another 10-by-10-foot room is revealed however there is a portal at the end. It swirls with silver glow but doesn't reveal where it takes.

To Faremer:
You are in a 10-feet deep 10x10 feet spiked pit. Luckily you didn't fall on the spike but the fall hurt. Looking up, you don't see any signs of a portal. And then you hear Asok in your head.

leafblower
2013-11-26, 04:33 AM
Asok uses his skills to figure it out, where the portal takes

Arcane [roll0]
Insight for the previous portals [roll1]

leafblower
2013-11-26, 04:37 AM
Before detecting the new portal, Asok moves to the location so he can study it.

docHigh
2013-11-26, 04:39 AM
Focusing on the second portal, Asok doesn't learn much new, only that it behaves similar as the previous portal. It doesn't appear to be cursed as some of the portals were.

At the end of the study (another minute passed), a large crash happens at the northern end of the corridor. Half of the ceiling collapses and a cloud of dust covers the view.

MaxCarvel
2013-11-26, 04:48 AM
Faremer responds to Asok.

I fell into 10 by 10 pit with spike sin there. Hurted only a bit. I will look around.


Faremer climbs out of the pit - Spider Tactics:)

Perception [roll0]

sepomon
2013-11-26, 04:52 AM
We have no time. This place is meant for the dead. If we do not act quickly we are going to be dead as well.

Doc jumps to second portal.

Halfshoe follows.

Follow us, we will be more safe together. If Faramer is lost, he is lost.

docHigh
2013-11-26, 04:59 AM
Halfshoe and Doctor vanish into the portal only to re-appear on a corridor. To the west, they see Faremer on the other side of an open pit.

sepomon
2013-11-26, 05:08 AM
Faramer, tell Asok to use second portal and lets get quickly out of here.

Doc climbs to the bit and hopes Faramer will help her out.

Halfshoe climbs over the pit and starts running towards the exit not waiting for others. If pits are on the way, he clims over them.

leafblower
2013-11-26, 05:13 AM
Asok follows doc in too the portal

leafblower
2013-11-26, 05:26 AM
Lets run then

Asok puts out an allaround sprint, helping the others if needed

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

docHigh
2013-11-26, 05:26 AM
To Halfshoe:
You rush ahead leaving the rest of them behind. Good natured as they are, they help the sick and less athletic. You grow the distance and reach first into the altar-room where sex-changing portal was. On the ground, there are gold and silver coins left by others. You have about half a minute before the others could catch up.

The ceilings here have a few cracks but it looks to be solid so far.

sepomon
2013-11-26, 05:35 AM
Halfshoe spends a few rounds to get most of the gold coins to his handy oversack quicly (not searching for every coin and not making a big deal if some go missing during shoveling), not bothering with silver. What is my catch?

docHigh
2013-11-26, 05:44 AM
To Halfshoe:
You horde mostly golden coins into your sack, though some silver pieces also end up there. With the next 4 rounds, you horde together roughly 720 coins (leaving about couple thousand still scattered around). Then you are interrupted by a crack on the wall and faint sounds of the party coming from deeper in the crypt.

Do you horde more or move forward?

sepomon
2013-11-26, 06:15 AM
Cold is dear for Halfshoe but life even more. He is a surviver, so he rusher forward choosing the path through tunnels, not the small rooms that hurt.

sepomon
2013-11-26, 06:16 AM
Doc tries to jump over pit 10

[roll0]

sepomon
2013-11-26, 06:17 AM
When she starts to fall, her sandals teleport her to other side of trap.

sepomon
2013-11-26, 06:23 AM
Doc climbs through the long hole and through hole 9. Then again tries to jump over 8th:

[roll0]

Spiegel
2013-11-26, 07:06 AM
"Wait for me, guys!"

Falcone rushes after Halfshoe.


Same portal as Halfshoe.
Athletics checks:
[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]
[roll6]

docHigh
2013-11-26, 07:14 AM
The group advances slowly as Asok stumbles with his single hand and Doctor takes too long strides when jumping. Falcone however shows unseen vigilance leaping over all the pits. Eventually, they also make their way into the chapel.

Behind them, loud crashes and collapses can be heard as the tomb is falling onto itself. The chapel still holds though visible cracks run along the walls and ceilings.

docHigh
2013-11-26, 07:16 AM
Falling damages as well ;)
Doctor:
vs Ref [roll0]
Hit: [roll1] and 5 ongoing poison damage (save ends)
Miss: [roll2] fall damage

Asok:
vs Ref [roll3]
Hit: [roll4] and 5 ongoing poison damage (save ends)
Miss: [roll5] fall damage

docHigh
2013-11-26, 07:21 AM
To Halfshoe:
The secret-door to the series-of-rooms appears closed. Actually, it isn't even seen as if some forces had repaired it. You choose the tunnel which you knew was collapsed however this is cleared out as well.

You reach the chamber with the 3 chests, all closed as if ready to be sprung upon contact. This time the tunnel does not collapse behind you. What next?

sepomon
2013-11-26, 07:48 AM
Halfshoe advances forward towards the entrence hall not touching the chests.

MaxCarvel
2013-11-26, 07:52 AM
Faremer is going out with the rest of the guys helping them along the way with his Spider tactics, Athletics, Acrobatics, Climbers kit and ropes

Spiegel
2013-11-26, 07:54 AM
Falcone keeps running, not slowing down in the chapel or at the chests.

docHigh
2013-11-26, 08:05 AM
It takes time, but everyone makes it outside the tomb. The swirling fog has dissipated and there is a gateway opening into what looks to be a wizard's workroom. You all see 5 characters, yourselves, holding onto a rod with red blinking crystal on top of it. You step into the gateway and are pulled back into your bodies.

The passing takes just a moment, but you clearly hear the familiar sound of Azerach: "Incompetent Fools! I told to build the pit deeper. And to use the Black Ooze Bile not Fanged Spider Venom. All of this for what, some low-level heroes and only 4 worthy souls?! I will flail you all and send your skins to Nemtrax dungeons for toilet paper. Doesn't matter! With these four, I can start the work.."

To Halfshoe:
You hear the voice of Azerach, bitter and disdainful: "An agreement is an agreement. 3 were promised but 4 delivered. As such, you can have The Amulet of Resilient Death if you wish. Serve it well and it will reward you. Fail and it will bring you doom." With that you see an amulet with a reaper ahead of you. Pick it up, if you wish; leave it behind if you want.

With that step, you are now one with your bodies, the crystal shatters and silence settles in the room.

Spiegel
2013-11-26, 08:14 AM
"Oh wow! That was intense!" :smallamused:

sepomon
2013-11-26, 08:36 AM
Halfshoe takes the amulet and studies it. What does it do?

docHigh
2013-11-26, 08:53 AM
To Halfshoe:
Hmmm.. a new adventurer. Oougghhh.. and with attitude. We're gonna get along just fine. Stabby-stabby-stabby!! And DEATH!!! Jihhaaa... “Death waits for no one— we must seize them by the throat!” You agree, right? We're gonna slay them all, me and you. You and me. Right?

With these words, you sense the amulet enjoys your company but urges for brutality. It appears, if you please it, it will become better.

And you feel repulsed by the current amulet that you have. It simply doesn't feel anymore sufficient for you.

leafblower
2013-11-26, 09:10 AM
It seams we have been winded like some screw`s or what. Lets`s find our way out from this thing.

Asok looks around for doors and magical things-is the blinking rod magical?

perc [roll0]
Arcane[roll1]

docHigh
2013-11-26, 03:00 PM
The rod no longer pulses with magic having served its purpose. It appears to have transported your souls to some demi-plane and now back. Rest of the room contains various books and scripts, scattered all around the room by the wind.

The room itself looks forgotten. Cobwebs cover the ceilings and book-cases, curtains have become eaten by moths and let in more moonlight than keep it out. Some broken figures of gargoyles and elementals lie pushed over on the ground. In the northern corner of the room, stairs lead downward.

The room has 6 windows, each placed in middle of the wall. Brief glance shows you are in a tower in the mountains. Cold wind blows and whistles, almost like a scream of a woman in the tower windows. When you came here, it was still spring outside, but now the snow is covering ground. Your best guess would be that each "day" inside the crypt took actually full month on the outside.

MaxCarvel
2013-11-27, 02:06 AM
So this is a surprise, what was the thing we tried to kill there.... its like I imagined it all.

leafblower
2013-11-27, 02:19 AM
Are the magical things and potions we got still there?

I think that it wasn`t a dream, it happened, but it was a boogey, a mousetrap without the chease.
Lets find a way out, check the stairs down.

MaxCarvel
2013-11-27, 02:20 AM
Faremer goes to check stairs. Eyes open of course.

Perception [roll0]

docHigh
2013-11-27, 03:15 AM
To Asok:
You see all that you took from the crypt with a small exception - there appears to be a lot of copper and simple glass among the treasure. (perception and 10 minutes if you wish to examine more)

docHigh
2013-11-27, 03:23 AM
Doctor goes to Asok and has a few words: "This bear totem that you had, could i have a look? It resembles a little with the implements i am using." She takes the bear figurine and then her face lights up with pure joy. "I knew it. This is one of the lost Bear Spirit totems I heard a while ago. It was used as a warding talisman in the Nonka-hook tribes. It is one of the reasons why I came here in the first place." A little worried, she adds: "I must take it back to the people. Without it, they are in peril. I hope you don't mind if I leave you? As great you are, I still have this duty to fulfill."

She takes out her old totem and hands it to Asok: "Here, can you make residum out of this? I really need to get rid of the cursed gem and.. well, you should do something about the hand. It looks creepy."
+2 totem worth of 4200 gp yields 840 resiudm.

leafblower
2013-11-27, 03:58 AM
OK thanks then, I think that we should rest here. I`l make some residuum and do some rituals and then we should move on. Let the Doc go with his spirits and so on and so forth.

leafblower
2013-11-27, 04:01 AM
saves
[roll0]
[roll1]
[roll2]

leafblower
2013-11-27, 04:11 AM
Asok uses 2 healingsurges and starts to make residuum out of the totem he got from Doc.

When residuum is done, he makes 2 remove afliction rituals one for Doc and the other for himself. 2 rituals will cost 270



First ritual on Asok
Heal chek with +2 from doc and +2 from headband and -13 from the level of the curse [roll0]

leafblower
2013-11-27, 04:14 AM
Asok goes limp-he takes 62 dmg and falls unconcious

Doc`s healing is needed

docHigh
2013-11-27, 04:20 AM
Doc moves the totem over Asok and lets the spirits do their work. Falcone feels the benefits as well.
Asok gets surge+6HP
Falcone receives [roll0] HP

docHigh
2013-11-27, 04:24 AM
A few more heals:
2xSurge +12 HP to Asok
[roll0] HP to Falcone
[roll1] HP to Falcone

leafblower
2013-11-27, 04:28 AM
After the healing Asok is as good as new, with a shining hands, both of them.

Ok Lets get rid of the curse then


Heal +2 from head band, and Falcones help-his healcheck roll [roll0] -8 from the lvl of the curse

Asoks healcheck for the ritual [roll1] if Falcones roll is a success, otherwize -2

sepomon
2013-11-27, 07:50 AM
Halfshoe holds on to his new amulet and whispers to himself and to it:

thank you for reminding me that everybody needs to suffer. Everybody but us. This crypt was wierd - I started to get mixed feelings in the end but things are more clear now again. Everybody will pay for what they have done to me... they will pay in gold and in blood and in blood of their close ones.

But lets not kill this bunch, not now. They have their powers, they have their uses. Thay can take us to places we can not go alone, they can find us riches we can not claim on our own.

sepomon
2013-11-27, 07:53 AM
Halfshoe studies what he has in his sack. If somebody appoaches he will cover it.

perception [roll0]

docHigh
2013-11-27, 08:48 AM
Some of the riches taken from the crypt appear to be cursed as it is now worthless copper pennies and glass.

Everything taken from the area where the smoking urn was (with 4 warrior figures) is worthless pennies and glass (250 gems of 10gp each are now glass marbles).

The silver and gold taken from the altar-room is almost all worthless copper pennies. Those who did take gold from there find about 80 gold-pieces which weren't cursed.

sepomon
2013-11-27, 09:03 AM
What trickery is that?

Halfshoe sorts out copper and class from his sack in disappointment.

MaxCarvel
2013-11-27, 10:37 AM
Halfshoe, why do you carry glass and s**t around?

sepomon
2013-11-28, 06:53 AM
I am not going to. I will leave this rubish here unless you won't shut up. If you continue, I might shove some of it down your throat.

Halfshoe is "a bit" grumpy because of lost loot.

leafblower
2013-11-28, 07:17 AM
Lets rest first and argue later.



What will happen, during the rest?

MaxCarvel
2013-11-28, 08:05 AM
I think you are not grumpy because of the loot, you are always grumpy.
You are just too material guy, happens when you do not have anything between two ears and need to make up for it otherwise.

docHigh
2013-11-28, 08:28 AM
When the argument dies off and rest comes, the night settles down. The mountainside and the surrounding forest remains largely quiet, though occasionally sounds of forest beasts can be heard. The cloudless night and full moon make the outside clear and visible.

The tower remains quiet, though something stirs outside of it. The overgrown forest blocks the view but the noises make it clear - someone or something has decided to take the tower and its surroundings its new home.

leafblower
2013-11-29, 03:28 AM
After the rest Asok stands up and feels himself much better, full of raw power, that pulstaes within.

Rise and shine my fellow adventurers. What riches and wonders lie before us, we will see. Let`s find a way out and clear this thing of any abominations.

Asok concentrates on magic while the others prepare themselves.

arcane [roll0]

docHigh
2013-11-29, 03:48 AM
With the dawning light, Doctor feels replenished and tells Asok, she needs to head out immediately. As the others still are resting, she departs and wishes all the best for everyone.
...

Asok finds the tower silent except for the waking adventurers. There is nothing new magical that you can detect.

leafblower
2013-11-29, 07:03 AM
Safe journy to you my sexchanged friend. Watch out and remember, the glass is always half full!

The ones with keen senses, lead the way!

Spiegel
2013-11-29, 09:52 AM
"Guys, but where are we? I would like to get back to my clan at some point. They might be worried about me."

leafblower
2013-11-29, 07:22 PM
The clan can manage without you for a while. We need to get out and see, what has happened for the last few months. We have been in a slumber for at least half a year. The world may have ended, or something even bigger!

MaxCarvel
2013-12-01, 08:49 AM
I am ready to go... Let's get this world enlighted.

docHigh
2013-12-01, 03:06 PM
The top-floor has stairs leading downward. The first floor is also empty and appears to have been used for dining. The ground floor is larger than the rest, showing a room with 3 beds, a toilet (of some sorts) and common areas.

The door to outside is open and the same view as from top is revealed: forest grows thicker beyond the tower, as for half a year, it has been left neglected.

leafblower
2013-12-01, 03:16 PM
Asok goes to the front door, to peek outside

perc [roll0]

Spiegel
2013-12-01, 03:50 PM
"Forests? Don't care much for forests. They obstruct the view and don't smell nice.

I wonder, am I far from home? This place feels like..."

Insight: [roll0]

docHigh
2013-12-01, 04:41 PM
This tower is about a week march east from the fort-citadel of Harlington. Falcone heard of the call for explorers and took up to go from her clan. The travel was long, about a month or so.

To Asok:
Stepping outside of the tower, you marvel in the green pine-forest and wonder how such things could grow if they aren't crystalline. You don't see nor hear anything disturbing.

OOC:
Where are you placed outside the tower - can you place yourselves? And what are Halfshoe and Faremer doing - following you or going first?

Spiegel
2013-12-02, 03:40 AM
"Boys, I think we should be heading for some inhabited place. This place is unfamiliar but I am pretty sure that Harlington lies east from here. A bit of luck, since I haven't been around much. :smallsmile:

Shall we go?"

Falcone exits the tower and walks up to the nearest trees.

sepomon
2013-12-02, 04:24 AM
Halfshoe searches the towar after waking up.

Perception [roll0].

When done, he goes outside with others

Perception [roll1].

docHigh
2013-12-02, 04:34 AM
Halfshoe strolls along the others taking the back-row being a little sleepy. Faremer leaves last though. Immediately he notices some thugs and a large bear behind the trees about to launch an attack.

Initiatives
Faremer [roll0] - you get one action before initiative rounds start
Falcone [roll1]
Asok [roll2]
Halfshoe [roll3]

First is surprise round. Faremer gets one action, then the bear and the thugs as well.
Then initiative order in groups is:
Halfshoe->
<some-one>->
Asok, Falcone, Faremer->
The bear and thugs.

MaxCarvel
2013-12-02, 02:52 PM
Guys, who are thos basterds there. And .... a bear...

MaxCarvel
2013-12-02, 02:56 PM
You can see Faremer alinged with the winds rigth after the meditation that you have not noticed before, especially with a South Wind.


Mystery of the South Wind: You gain force resistance
equal to one-half your level and a +4 bonus to initiative checks.

MaxCarvel
2013-12-02, 03:13 PM
You see Faremer move gracefully 9 squares as a snake towards a Thug that is farthest from the house. Goes as far as can to be behind it.

Dancing Cobra:

DEX vs REF
Attack: [roll0]
Hit: [roll1]; Flurry added
If the target has made an opportunity attack against you during
this turn the target takes extra damage equal to your Wisdom (4 DAM) modifier.
If hit will slide it 1 square closer to allies.

docHigh
2013-12-02, 03:39 PM
Faremer rushes towards the thug and lands a blow on it, knocking breath out of it and out-right dead.

The thugs look surprised but then they charge at the door. "For TwineHead, yeaah!!" The one next to killed one, takes the first target there - Halfshoe - and tries to hit it. The next one (from north) sees an opening and tries to use the flanking position. With moving, it brings down the young tree with its massive body.

The bear also charges out from behind the trees for the first target. Pieces of rabbit still clinging to its teeth from the recent hunt, he claws at Asok.

Thug vs Halfshoe AC
[roll0] if hit, 8 damage.
Thug vs Halfshoe AC
[roll1] if hit, 8 damage.

Dire Bear vs Asok AC
[roll2]
Damage [roll3]

Initiative:
Since Faremer got +4, new order.
Halfshoe, Faremer->
<some-one>->
Asok, Falcone->
<some-one>, the bear and thugs.

sepomon
2013-12-03, 02:46 AM
I do not like it here, in between all those clubs - not an party animal. See what I did there?

Halfshoe uses ignoble escape to move to other side of bear. During move he grabs some dirt from ground and with attack throws it to bears eyes.

attack vs reflex: [roll0], damage [roll1], sneak attack [roll2]

hit: target is blinded until the end of your next turn.

MaxCarvel
2013-12-03, 10:10 AM
Faremer moves to a location where he has a flank with Asok for the Thug.

Faremers seems to be drunk and then he attacks the Thug with s swift action.

Drunkem Monkey

DEX vs Will
Attack: [roll0]; Flank counted
Hit: [roll]1d8+14[roll]; Flurry added
If Hit Faremer slides the target besides a Bear.
The target then makes a melee basic attack as a free action against the Bear. The target gains a bonus to the attack roll equal to your Wisdom modifier (+4).

MaxCarvel
2013-12-03, 10:11 AM
Hit again [roll0].

docHigh
2013-12-03, 10:20 AM
The strike deals fatal blow and this thug also falls down dead.

From further west, you hear some noises and a large Ettin moves forward. "Lefty, NO! Wait for it!" "Yes, now! Righty, shut up. I know what i'm doing! By our mother's bloody feet may you nap on green meadows.." With that it sends a curse at Halfshoe.

Curse
vs Will [roll0]

docHigh
2013-12-03, 10:21 AM
Umm.. i meant flowery meadows. Yeah, flowery!! and it curses again.

Action point for curse.
vs will [roll0]

"Huh? Who'd like that. Smash them, Righty! Smash them!" and the right head nods. "So we shall."

Spiegel
2013-12-03, 10:34 AM
"Halfie, watch out for the two-face!

You other things, get away!"

Falcone smashes her weapon into the nearest monster.

Action: Bolstering Strike
At-Will ✦ Divine,Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage, and you gain temporary
hit points equal to your Wisdom modifier.

Attack: [roll0]
Damage: [roll1]

If hit, the target is slowed until the start of my next turn (Power of Earth).

leafblower
2013-12-03, 10:57 AM
Asok shifts diagonaly towards faremer

Hey you twohead, Isn`t it more difficult to think with two not-so-bright-heads or not?


The Egowhip cracks on the left head.

attack [roll0]
if hit 10 psyc damage and -2 to def and attacks

docHigh
2013-12-03, 12:05 PM
The last thug collapses from the mace as not able to take the hits.
Asok's vision is distracted from two heads so while aiming, the central point still flies towards where normal people have head, thus missing.

The bear roars as it no longer sees the surroundings. It turns around and mauls with two claws at where the last strike came from.
vs AC [roll0]
Damage: [roll1]
vs AC [roll2]
Damage: [roll3]
If both hit, then it goes for a grab (grabbed until escape).
vs AC [roll4]

The two-headed shouts again "Righty-taim! You leave my Teddy alone!" and charges at Halfshoe.
vs AC [roll5]
Damage: [roll6]

sepomon
2013-12-03, 12:47 PM
After the last hit Halfshoe got 10 temp HPs.


Hey, 2-headed bustard, flanking is my thing. Sneaking up from behind like some... I deal with you later.

Dazing strike against the bear:
attack [roll0], damage [roll1], sneak attack [roll2]

hit: dazed until end of my next turn.

Then H stepf 5ft north

MaxCarvel
2013-12-03, 01:06 PM
Faremer moves 9 squares to take a hit on the twoheaded mouse.

Strike the Avalanche

DEX vs FORT
Attack: [roll0]
Reroll is miss: [roll1]
Hit: [roll2]; flurry counted
If hit then Faremer will slide the twoheaded dude close to the bear and will make a secondari attack so H,A and are left out.
Attack - DEX vs FORT:[roll3]
Hit: Secondary target is prone.
----
HIt: 2d10 + Dexterity modifier damage, and you slide
the primary target a number of squares equal to your Wisdom modifier. Make a secondary attack that is a close burst 1 centered on the primary target. Secondary Target: Each creature in burst other than
the primary target
----

Spiegel
2013-12-03, 01:08 PM
"Bless your soul, Halfie!"

As Halfshoe lands a hit on the bear, light glows around him.

Benediction: Halfshoe can spend a healing surge +1

docHigh
2013-12-03, 01:22 PM
"Lefty not like sliding unless on the bones of the fallen. That is fun, ho-ho-ho! Cracking bones... Now, you slide and we laugh!" With that the ettin howls and starts chanting, calling troll-spirits from the forest to start pulling the party away while the brute laughs.

close burst 5 vs Fort
If hit, then [roll0] necrotic damage and target is slid up to 3 squares.
Faremer [roll1]
Halfshoe[roll2]
Asok [roll3]
Falcone[roll4]

The spirits whirl past Halfshoe and Faremer, but Falcone is pulled into the tower while Asok slid against the Bear. Then the ettin laughs and walks over to flank the shardmind. Funny piece of glass. Lets shatter you like all the mirrors in the tower. Ho-ho-ho...
Asok: you get AoO since he moved next to you.

leafblower
2013-12-03, 01:31 PM
Asok hits the thing with brutal force

attack with staff [roll0]
dmg [roll1]

leafblower
2013-12-03, 02:40 PM
Seeing himself between two large meetbags, Asok decides to teleport out.

He teleports 3 sqr north

The ettin and the bear are so surprised that they make it easier for Asok to hit them.
He gets +2 to reflecs and ac for teleporting and shard swarm leaves the two al litle bit shaken, so the give CA to him

Then Asok uses his mental powers to shaken the beasts so that they hit worse
Augment 2
Disharten burst 1 one the place where asok was.
DMG [roll0]
Attack bear [roll1]
Ettin [roll2]
HIt: 2d6
+ Intelligence modifier psychic damage, and the target takes a penalty to attack rolls equal to your Charisma modifier (Asok has 3) until the end of your next turn.



Breaking glass gives you 7 years bad luck. Didn`t your mother-vase teach you anything?

Spiegel
2013-12-04, 01:26 AM
"Hey, four-eyes! Over here!"

Minor: Divine challenge @ the ettin.

Falcone's weapon blazes with the heat of a forge when she lunges at the ettin.


Action: Righteous Smite (charisma vs ac)
Attack: [roll0]
Damage: [roll1]
Hit: you and each ally within 5 squares of you gain temporary hit points equal to 5+3= 8.

docHigh
2013-12-04, 02:20 AM
"You little rat! We gonna smash you now!" and the ettin clubs at Paladin. Then, it shifts out just behind the bear.
vs AC [roll0]
Damage [roll1] and pushed 1 square inside the tower.

The dire bear becomes angry. Not only was it blinded, now it is knocked prone and the head spins. So it mauls with claws at Halfshoe.

vs AC [roll2]
Damage [roll3]
vs AC [roll4]
Damage [roll5]

If both thit then vs AC [roll6] (if hit then grabbed)

sepomon
2013-12-04, 02:34 AM
Cozy as your hug can be, I'd rather not... people are watching.

Halfshoe tries to escape crab vs ref
acrobatics [roll0]

sepomon
2013-12-04, 02:47 AM
Not letting go ah? Let's see if knives can covince you.

Crimson edge:
attack: [roll0]
damage: [roll1], sneak attack [roll2]

the target takes 8 ongoing damage and grants combat advantage to you (save ends both).

sepomon
2013-12-04, 02:50 AM
H also uses AP and takes 2nd wind

sepomon
2013-12-04, 03:01 AM
missind d from sneak attack [roll0]

MaxCarvel
2013-12-04, 04:32 AM
Faremer moves right besides the bear so close burst 2 would include all enemies.


Standard Action Close burst 2
Target: Each enemy in burst
Dexterity vs. Reflex
Attack: [roll0] If miss then reroll [roll1]
Hit: [roll2]; flurry added
Will slide the Ettin 1 square closer to P.
Miss: Half damage.
Effect: You can assume the spiral stance. Until the stance ends, your reach with melee touch attacks increases by 1.

docHigh
2013-12-04, 05:44 AM
"Two rats? On both sides? Righty, which one i smash first?" "Take the fierce one. It seems to be challenging us. Tear it apart and then lets get back to Teddy." "With pleasure"

The ettin brings down the club on paladin and then shifts back next to the bear. Seeing the attack miss, he pouts a little: "The rat moved.. I hate when they do that.."

vs AC [roll0]
Damage: [roll1] and pushed 1 square back into the tower.

leafblower
2013-12-04, 09:03 AM
Asok evaluates the situation, and seeing the ongoing bleeding on bear decides to whip it so hard, that it would continue bleeding
He steps 6 sqr (4 sqr straight left from H)
Ego whip augment 2

attack vs will [roll0]
if hit then [roll1] psyc dmg
and -2 to attacks, def, and SAVES

docHigh
2013-12-04, 09:10 AM
The bear roars in pain as something penetrates its mind but he is still intact and not that smushed up.

Spiegel
2013-12-04, 09:22 AM
"You with the club! Don't you leave, until we are through! And you can bring your pet, too!"

Falcone swings her weapon with a great bellow, calling all enemies to come forth.

Valorous Smite
Encounter • Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2 W + Charisma modifier damage. Each enemy within
3 squares of you is subject to your divine sanction until
the end of your next turn.

Attack: [roll0]
Damage: [roll1]

Spiegel
2013-12-04, 09:32 AM
"Yeah! Now for the thunder of Moradin's hammer!"

Air gathers and thickens around Falcone, then breaks with a deafening sound.


Action point: Astral Thunder
Encounter Divine, Implement, Thunder
Standard Action Close Burst 3
Target: Each enemy in burst
Attack: Charisma vs Fortitude
Hit: 2d8 + Charisma modifier thunder damage. Until the end of your next turn, the target takes a penalty to attack rolls equal to your Wisdom modifier.

Attack: [roll0] (ettin)
Attack: [roll1] (bear)
Damage: [roll2] (ettin)
Damage: [roll3] (bear)


"And blessings to you, friends!

Hospitaler’s Action: When you
spend an action point to take an extra action, each
ally within 5 squares regains hit points equal to your
Wisdom modifier.

docHigh
2013-12-04, 09:57 AM
Thunder and the hammer send the ettin's ears ringing. The bear, covered from the Ettin appears to ignore the thunder-strike and only wonders, what new urge is pulling its attention. Wounds from last attack tear open, and blood flows out from its chest. Deciding to finish the pesky stabbing creature, it stands up and then crushes the grabbed target with its mass.


Takes 8 ongoing damage. Stands upa and then Ursine crush (no attack roll required).
Damage [roll0] to grabbed creature.

docHigh
2013-12-04, 09:59 AM
As Halfshoe still moves, the bear crushes it again. Finally, it tries to lick the wound and close it with its saliva.

Action point: Ursine crush.
[roll0] to damaged creature.

And then save [roll1] (+2 and -2 from Asok)

Spiegel
2013-12-04, 10:08 AM
As the bear crushes Halfshoe, rays of divine light from Falcone's direction pierce its hide with anger and then bless Halfshoe with care.


Divine sanction: Until the mark ends , the target takes radiant damage
equal to 6 + your Charisma modifier the first time each
round it makes an attack that doesn't include you as
a target.

Hospitaler’s Blessing: When an
enemy that you currently challenge attacks one of
your allies, whether the attack hits or misses, that ally
regains hit points equal to one-half your level + your
Wisdom modifier.

docHigh
2013-12-04, 10:15 AM
"Why you little rat!!! Me crush you to smallest specks if you not leave Teddy alone! I feast on your blood and feed you to weasels!" shouts the right head and clubs again at Falcone.

vs AC [roll0] (including -3 from Falcone)
Damage [roll1] and target pushed 1 square into tower

sepomon
2013-12-04, 10:21 AM
That is it furball. I did not say it before not to hurt your feelings, but actually I am not a pet-person

Halfshoe tries to escape crab again.
acrobatics [roll0]

if success, stap 5ft north

sepomon
2013-12-04, 10:23 AM
Topple over against bear.

attack [roll0], damage [roll1], [roll2]

hit: target is knocked prone

MaxCarvel
2013-12-04, 10:35 AM
Faremer dancefully attacks the foes.

Cranes Dance:

DEX vs REF
Attack on the bear [roll0]
If miss then reroll [roll1]
Hit for the Bear [roll2]; flurry counted
If hit target falls prone.
Miss: Half damage
Shift 2 squares to be besides the Ettien.

Attack for Ettien [roll3]
If miss and it was not used for Bear then reroll [roll4]
Hit for the Ettien [roll5]; flurry counted, discount if was used for Bear
If hit target falls prone.
Miss: Half damage
Shift 2 squares back to besides the Bear.

docHigh
2013-12-04, 10:42 AM
Both bear and the ettin are brought down prone. The two-headed giant stands up, scratches its head and mumbles "The pointy one cuts Teddy too much, but the trees are on the way. And this small tin-rat is annoying. We best crush it here."

vs Falcone AC [roll0]
Damage [roll1] and push 1 square

leafblower
2013-12-04, 11:00 AM
Seeing both creatures in pain, Asok decides to put fears in their minds

Standard Action Augment 2
Disharten
burst one vs will so that the two are covered
Attack for bear [roll0]
Ettin [roll1]
dmg [roll2]
if hit then -3 to attacks

docHigh
2013-12-04, 11:41 AM
The bear visibly is hit from the mental attack and a trickle of blood start flowing from its ear. The ettins converse "Did you say something?" "No, but did you hear that?" "What?" "Prffhsshshs - my fart. Hahahaaa.."

Spiegel
2013-12-04, 12:02 PM
"Yes! Now, listen to the Voice of Moradin!"

Falcone points her weapon down towards the earth and lets loose a terrifying scream at her enemies.


Name of Might
Daily • Divine, Implement, Thunder
Standard Action Close blast 3
Target: Each enemy in blast
Attack: Charisma vs. Fortitude
Hit: 3d8 + Charisma modifier thunder damage, and the target is slowed (save ends).
Miss: Half damage, and the target is slowed until the end of its next turn.
Attack: [roll0] (ettin)
Attack: [roll1] (bear)
Damage: [roll2]

Spiegel
2013-12-04, 12:14 PM
The voice slams into the bear with full force.

Extra damage from crit: [roll0]

docHigh
2013-12-05, 03:17 AM
Just as the paladin screams, the bear turns to look what is happening in the tower. The full force smashes at the bear, exploding the inner ear of it. The bear simply collapses and drops down dead.

With its minions dead and pet-companion in a pool of blood, both heads scream as in one voice: You little rat! You come to our new home and then just rampage? I will tear your limbs off for this!" It swings the club at Falcone.

Shifts 1 square and then attacks Falcone
vs AC [roll0]
Damage [roll1]

sepomon
2013-12-05, 03:45 AM
Dips on the bearskin. And what do we have for desert?

Halfshoe tumbles nex to the paladin.

To F: I would not mind you laying your hands on me, girl

Halfshoe's amulet shines and its beams reveal a soft spot in Ettins defence (minor action, amulets encounter power to get CA)

Deep Cut: attack [roll0], damage [roll1], furious assault [roll2], sneak attack [roll3]

hit: 8 ongoing damage, save ends. Miss half dam, no ongoing

docHigh
2013-12-05, 03:50 AM
Though the cut goes wide and the dagger flashes next to Falcone's throat, it is still enough to open up an old wound above the ettin's ribs. "Aarggg.. it tore open again. Stuff some mud into it to stop the bleed, Righty" "I would, if they didn't poke so much."
Ettin is bloodied

MaxCarvel
2013-12-05, 06:48 AM
Five Storms


Shift closer to Ettin, also to get Flank.
Attack: [roll0]
Hit: [roll1]; Flurry added.

----
Attack Technique
Standard Action Close burst 1
Target: Each enemy you can see in burst
Attack: Dexterity vs. Reflex
Hit: 1 d8 + Dexterity modifier damage.
Level 11: 2d8 + Dexterity modifier damage.
Movement Technique
Move Action Personal
Effect; You shift 2 squares.
---

docHigh
2013-12-05, 06:55 AM
Lefty attacks the paladin, determined to kill the one who took down the bear. Then he shifts.

Missing [roll0] from last damage.

attacks Falcone
vs AC [roll1]
Damage [roll2] and pushed 1 square

sepomon
2013-12-05, 09:15 AM
Asok, whip th guy. F-girl, wait, I will make room here so you will get better position as well.