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docHigh
2013-08-27, 02:15 AM
OOC:
This is a placeholder as previous thread got to page 50.

Link to previous thread: http://www.giantitp.com/forums/showthread.php?t=276245&page=50
Link to OOC thread: http://www.giantitp.com/forums/showthread.php?t=276102

The party is still in the dungeon. Having opened up another door, a rumbling was heard from the corridor. As the sound grows louder, a giant stone juggernaut emerges from the corridor. The juggernaut completely fills the width and height of the corridor, magically flexing to turn corners. As if this weren't enough, those still in the other corridor are in the harm of the gas.

OOC:
http://www.youtube.com/watch?v=75cVj4m2x0Q
The juggernaut: https://dl.dropboxusercontent.com/u/55640367/pics/The%20dungeonCrawl/juggernaut.jpg

Gas Attack vs Fort:
Hit: The target is dazed and slowed (save ends both).
First Failed Saving Throw: The target falls prone and is stunned instead of dazed.
Doctor 1d20+14
Halfshoe 1d20+14

docHigh
2013-08-27, 05:16 AM
Gas attack again:
Hit: The target is dazed and slowed (save ends both).
First Failed Saving Throw: The target falls prone and is stunned instead of dazed.
Doctor [roll0]
Halfshoe [roll1]

Statuses:
Falcone HP: 79/79 Effects: Stunned, Prone AP:1 Surge: 10/10
Faremer HP: 75/75 Effects: Stunned, Prone AP:1 Surge: 8/8
Halfshoe HP: 67/67 Effects: Slowed, Dazed AP:1 Surge: 5/6
Asok HP: 62-5=57/62 Effects: Stunned, Prone AP:1 Surge: 8/8
Doctor HP: 71-23/71 Effects: - AP:1 Surge: 8/9

leafblower
2013-08-27, 05:48 AM
Asok saves

[roll0]

mööbel
2013-08-27, 05:58 AM
what kind of gas is it and where does it come?

Perception: [roll0]

docHigh
2013-08-27, 06:04 AM
The gas was released into the whole corridor with the opening of the doors caused from the shift of air-pressure. The gas fills the whole corridor until the southern door but seems to be dropping.

To Faremer:
With your eyes you could see that the juggernaut is "steaming" what seems to be the origin of the gas. It surrounds him within the next 25 feet. Thus starting next to it would leave you into the harms effect.

docHigh
2013-08-27, 06:08 AM
First save of Falcone against stun (start of turn).
[roll0]

Spiegel
2013-08-27, 07:12 AM
"Guys, we need some firepower here! Allow me!"

Move: to A9
Action: Wrath of the Gods

docHigh
2013-08-27, 07:15 AM
As Falcone moves away, the crystals on Asok drop limb as if he had lost conscious.
Second Failed Saving Throw: The target is unconscious instead of stunned and also takes a -2 penalty to saving throws (save ends).

MaxCarvel
2013-08-28, 01:43 AM
Save [roll0]

The message you have entered is too short. Please lengthen your message to at least 10 characters.

sepomon
2013-08-28, 01:48 AM
I hate gases, they can not be stabbed:smallsigh:

Halfshoe takes another 2 steps to south, then uses AP and moves 2 more.

Save: [roll0]

mööbel
2013-08-28, 01:58 AM
Minor:
Shaman conjures SB to b8

Minor:
Healing spirit
Doc heals herself (1 healing surge+6)
to Asok: add some hps : [roll0]

Move: SB moves to f6

docHigh
2013-08-28, 02:58 AM
The gas filling the corridor dissipates but as the stone juggernaut rolls closer, the gas from its nostrils surrounds it in 15 feet with the same sleeping gas. It lurches forward again 25 feet, rushing through the door and rolling over Faremer and the Spirit bear.

Juggernaut vs Ref:
Spirit Bear [roll0]
Faremer [roll1] (inculded prone)
Hit: Ongoing 15 damage (save ends). The target cannot save against this ongoing damage while it is within the juggernaut's space.

Gas attack vs Fort:
Faremer [roll2]
Falcone [roll3]

MaxCarvel
2013-08-28, 03:04 AM
Faremer uses his amulet to help a bit so the death would be as far from life as possible.

Immediate reaction, save for the ongoing damage: [roll0]

Spiegel
2013-08-28, 06:34 AM
"Guys, we have to fight here!"

Minor: Divine Mettle (target saves at +6) to Asok.
Move: to A4

leafblower
2013-08-28, 06:44 AM
You see a stunned look on Asoks face when he makes the best of the save
[roll0]

Spiegel
2013-08-28, 06:48 AM
"Hey you steamy thing! Look out!"


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]
Damage: [roll1]

docHigh
2013-08-28, 06:56 AM
The wave of divine might sweeps over the juggernaut leaving nothing but a small scratch on its features.

leafblower
2013-08-28, 06:59 AM
Asok stands up and blinks in suprise, but gathers himself quickly and moves to B14 and takes an actionpoint to slow the abomination down

Target sqr B7

Daily 4 Implement, Psionic, Psychic, Zone

Standard Action Area burst 1 within 10 squares

Target: Each enemy in burst

Attack: Intelligence vs. Reflex

Hit 2d6

+ Intelligence modifier psychic damage, and the

target is immobilized (save ends).

Miss: Half damage, and the target is slowed (save ends).

Effect: The burst creates a zone that lasts until the end of

your next turn. Any enemy that ends its turn’within the

zone is slowed until the end of your next turn.

Sustain Minor: The zone persists.
[roll0]
dmg [roll1]

leafblower
2013-08-28, 07:05 AM
Asok tries to remember something about the juggernaut.

arcana [roll0]
History [roll1]

docHigh
2013-08-28, 08:44 AM
To Asok:
It is a great magical construct. From the looks of it, it is rather old and quite solid. This will be a challenge to crack.
Though it has moved so far only towards you, you believe it could be rigged to move in another way also (or at least increase chance to move in particular direction). It would require magic or some thievery when stood next to it.

leafblower
2013-08-28, 08:53 AM
It seams that we have a magical trap here, not a creture at all. Halfshoe, maybe you can rig it so, that it faces the other way (the stairs or the way it came from) or stops harming as, using your superior thivery skills. I, on the other hand will try to focus my Arcane senses to manipulate it so that it stops passing gas. Any knowlidge on gas-passing is greatly appreciated.

mööbel
2013-08-28, 09:28 AM
Halfshoe is good at passing gases but I belive he does not know how to stop it. :P

MaxCarvel
2013-08-29, 01:11 AM
While comfortably lying on the cozy ground Faremer uses then help of this boots to save against the effect.

Save [roll0]

MaxCarvel
2013-08-29, 01:12 AM
Since he cannot make any more movements Faremer saves again and ends it turn.

Save [roll0]

sepomon
2013-08-29, 01:31 AM
Halfshoe throws his shuriken at this thing.

attack [roll0]
damage [roll1]+ furious assult [roll2]

The thing has 2 wheels, I have heard it can move your soul.

Then Halfshoe steps 5ft back to the doorhole.

docHigh
2013-08-29, 01:38 AM
All the attacks leave little if no mark at all on the stone juggernaut. The weigh of this thing is simply massive, crushing what stays on its way. With the magic of his possessions, Faremer avoids the pain if but for temporarily. The SpiritBear is not so lucky and is sent back to where it came from.

OOC:
Spirit Bear took 15 damage and was killed, dealing 10 points damage to the Shaman.

mööbel
2013-08-29, 05:06 AM
Nothing to see here


Move: B15

docHigh
2013-08-29, 05:17 AM
The juggernaut puffs again, covering both Paladin and Monk under the gas. Then it suddenly lurches backward, as if leaving the adventurers alone.


Gas attack vs Fort.
Hit: target is dazed and slowed (save ends)
Faremer [roll0]
Falcone [roll1]

leafblower
2013-08-29, 05:36 AM
Asok seams a little agitated by Halfshoes shuriken-tossing.

As I mentioned-its a trap not a creature, it needs disabling not attacking-so please do so!!!

sepomon
2013-08-29, 06:13 AM
I have inhaled enough toxic gases spending the night in same room with our fresh-out-of-closet-girls...

...And I do enjoy seeing you all helplessly droping in gas and being rolled over

Spiegel
2013-08-29, 07:48 AM
"So I shouldn't bother hitting this thing? I don't think there is much else I can do" :smallfrown:

Save for gas: [roll0]

Spiegel
2013-08-29, 07:51 AM
"Oh boy, this is bad. I'll try to retreat."

Move: to A1
End of turn: save again: [roll0]

docHigh
2013-08-29, 07:56 AM
Moving up the stairs, Falcone's path is stopped by a wall. The passage forward is cut off. If that weren't enough, the gas takes hold of her, stunning and dropping her onto the stairs.

leafblower
2013-08-29, 08:57 AM
Asok moves to B10

get away from the path of the juggornaut. Lets wait till it comes again and then lets trie to disable it.

Asok takes total defence to avoid surprises.

MaxCarvel
2013-08-29, 08:59 AM
Faremer stands up now and moves to Paladin.

How do you do? I can drag you away if needed:)

sepomon
2013-08-30, 03:59 AM
Halfshoe delays his action.

I think the best way to stop it is if any one of you girls gets stuck in its wheels and jams it.

leafblower
2013-08-30, 04:49 AM
I didn`t think that your afraid of a tiny trap Halfy, but hey fear is a natural feeling. Maybe Doc summons a teddy-bear to comfort you, til I disable the death-on-wheals.

mööbel
2013-08-30, 05:28 AM
Guys, deal with the big guy

Minor: Conjure SB B9

Minor: Healing spirit
Shaman heals herself.
Asok may add [roll0]

docHigh
2013-08-30, 05:42 AM
The steaming juggernaut rolls additional 30 feet back towards where it came from.

sepomon
2013-08-30, 05:50 AM
Halfshoe takes out his actions.

Thanks doc, for providing me entertainment until Asok deals with wheels.

Halfhoe moves next to SB and stabs it (riposte strike).
Attack [roll0]
damage [roll1]

Spiegel
2013-08-30, 07:57 AM
"Mumble... I don't feel good..."

Save: [roll0]

Spiegel
2013-08-30, 08:01 AM
"Ooh, that feels better. What now, guys?"

Falcone will delay any actions until further plans are made.

leafblower
2013-08-30, 09:20 AM
Asok readys, when juggernaut appears he will step closer and uses arcane knowlidge to disabble it.

Come over to this side or hold back a little.

mööbel
2013-09-02, 03:52 AM
Shaman moves to C5 and SB moves to D5.

Leeeroy...

MaxCarvel
2013-09-02, 03:59 AM
Faremer is far away and takes a break. Delay.

docHigh
2013-09-02, 03:59 AM
While the monk waits what will happen, the steaming juggernaut puffs and then changes yet again direction, moving 20 feet closer to Doctor.

leafblower
2013-09-02, 04:27 AM
Asok delays, untill he sees the juggernaut.

I`l wait till it comes out again.

mööbel
2013-09-02, 05:11 AM
Shaman tries to jump over juggernaut.

Atheltics: [roll0] (running jump+"speak with spirits" included)

docHigh
2013-09-02, 05:18 AM
As no-one other can see into the corridor, you hear the deva charging further and then a solid thumb as she gets her robe caught under the juggernaut.
vs Ref
[roll0]
If hit: Ongoing 15 damage (save ends). The target cannot save against this ongoing damage while it is within the juggernaut's space.

with a loud crack, some of the ribs of the deva get smashed.
OOC:
You still have move or standard left, but you are now under the juggernaut.

mööbel
2013-09-02, 05:26 AM
Nothing to see here...just passing by...in my own way :D

SB disapears(minor)

docHigh
2013-09-02, 05:42 AM
The juggernaut pays no attention to its surroundings, puffs again and then instead of moving forward, rolls back into the corridor, disappearing behind the corner.

vs Fort
Doctor [roll0]
Hit: target is dazed and slowed (save ends)
First Failed Saving Throw: The target falls prone and is stunned instead of dazed.
Second Failed Saving Throw: The target is unconscious instead of stunned and also takes a -2 penalty to saving throws (save ends).

mööbel
2013-09-02, 05:55 AM
Get back here, I'm not finished with you!
Shaman stands up and moves closer to the door. (I5)

Perception: [roll0] What do I see over there?


Guys, come here, the path is clear.



save: [roll1]

sepomon
2013-09-02, 05:58 AM
This should be fun!

Halfshoe moves to a6 to have a better view.

MaxCarvel
2013-09-02, 06:00 AM
Faremer takes out his action and moves to the passage way to have a better look aswell, if nothin there moves a bit further to square 5f in the tunnel.

docHigh
2013-09-02, 06:21 AM
The juggernaut puffs some more and disappears into the door to the left.

To Doctor:
The corridor runs north and then turns left to another door.

leafblower
2013-09-02, 06:26 AM
Asok takes out his action and double-moves to I6

I`m right behind you Doc.
A brave wolf has a chest full of tinymetalballs-as my dear Grandma used to say.

mööbel
2013-09-02, 09:14 AM
where are you running my friend?

Shaman follows juggernaut (i-2)

docHigh
2013-09-02, 09:34 AM
To Doctor:
The room opens into 20x20 feet chamber, which does not have a way out. In the far corner, you see something glistening on the floor.

sepomon
2013-09-02, 10:32 AM
asok, i thought you were your own grandmother :smallconfused::smallconfused::smallconfused:

sepomon
2013-09-03, 12:52 AM
I can't see anything from here.

Halfshoe moves to j6

sepomon
2013-09-03, 01:00 AM
Halfhoe holds his breath just in case

endurance [roll0]

leafblower
2013-09-03, 02:26 AM
You look like a red crystal ball when you suck air like that-resembling my second cousin Bubbles, who was tragically slaughtered by a clumsy glassblower.
Sad!!

Is there anything interesting, Doc?

Asok delays until he hears or sees something intereesting

MaxCarvel
2013-09-03, 02:34 AM
Faremer moves to I5 and looks whats going on.

docHigh
2013-09-03, 02:42 AM
The juggernaut puffs the gas and then starts again southward the corridor, rolling over the deva.

gas vs Fort:
Doctor [roll0]
Hit: target is dazed and slowed (save ends)
First Failed Saving Throw: The target falls prone and is stunned instead of dazed.
Second Failed Saving Throw: The target is unconscious instead of stunned and also takes a -2 penalty to saving throws (save ends).

Juggernaut vs Ref:
Doctor [roll1]
Hit: Ongoing 15 damage (save ends). The target cannot save against this ongoing damage while it is within the juggernaut's space.

sepomon
2013-09-03, 02:53 AM
You see Halfshoe can not hold his breath, but instead he starts laughing out loud.

Doc, you are hilarious. That is even funnier than paladin in a pit-trap.

mööbel
2013-09-03, 02:57 AM
yea, from your point of view. But we will see who is laughing last. There is a price for me in that room :)

leafblower
2013-09-03, 03:04 AM
Asok takes out his delay and shifts to J5

End

mööbel
2013-09-03, 03:07 AM
Save against daze/slow : [roll0]
Save against ongoing dam: [roll1]

MaxCarvel
2013-09-03, 03:26 AM
Faremer moves to D5

docHigh
2013-09-03, 03:32 AM
The juggernaut puffs once more and then lurches southward with great speed (leaving a gas over Doctor) and rolling over Asok and Halfshoe.

Gas vs Fort:
Doctor [roll0]
Hit: target is dazed and slowed (save ends)
First Failed Saving Throw: The target falls prone and is stunned instead of dazed.
Second Failed Saving Throw: The target is unconscious instead of stunned and also takes a -2 penalty to saving throws (save ends).

Juggernaut vs Ref:
Asok [roll1]
Halfshoe [roll2]
Hit: Ongoing 15 damage (save ends). The target cannot save against this ongoing damage while it is within the juggernaut's space.

leafblower
2013-09-03, 03:37 AM
Asok tries to disable the thing with his magical skills

arcane [roll0]

and then moves to J1

sepomon
2013-09-03, 06:12 AM
Halfshoe takes 15 damage, grunts abit and moves to h-2 and takes a look on the room

Perception [roll0]

at the end of turn save [roll1]

mööbel
2013-09-03, 06:17 AM
Shaman moves closer to shiny thing (f0).

Perception: [roll0]
Dungeoneering: [roll1]

What kind of room is this, do I see anything suspicious?

If there is nothing dangerous then Shaman picks that shiny thing up.

docHigh
2013-09-03, 06:23 AM
The room is 20x20 feet, with ceiling 15 feet high. It is dusty and bloodstained. With the short look in the room, there are no exits.

To Doctor and Halfshoe:
In the corner there are 3 longswords on the floor, steel glistening in the faint light that you carry.

MaxCarvel
2013-09-04, 12:56 AM
Faremer moves to C4.

docHigh
2013-09-04, 01:25 AM
The juggernaut puffs and then lurches 25 feet backwards towards Asok.

vs Ref:
Asok [roll0]
Hit: Ongoing 15 damage (save ends). The target cannot save against this ongoing damage while it is within the juggernaut's space.

leafblower
2013-09-04, 02:28 AM
Asok tingles in pain but then quickly gathers himself and tries to disable the thing

arcana [roll0]

then moves to J-3
and saves
[roll1]

docHigh
2013-09-04, 02:42 AM
To Asok:
With the successful check you figure out that there is no way of stopping the juggernaut from moving. However you can increase the chances it will move in certain way. Where do you want to direct it?

OOC:
In the OOC-thread, i am rolling "mystery" rolls of 1d6. You can add or substract to the next roll 1, thus increasing the chances where the juggernaut will go. 3 or below: it moves south/westward. 4 and above: it moves north and eastward (back to 4x4 room).

leafblower
2013-09-04, 02:55 AM
Ok guys-and girls-this thing is unstoppable, but we can alter it`s course a little. I`l try to direct it south.
Lets search the room and get out quikly

subtract 1 so it would go south

sepomon
2013-09-04, 02:59 AM
Halfshoe spends his turn studying the room, to find traps or secret doors.

perception [roll0]
thievery [roll1]

docHigh
2013-09-04, 03:06 AM
To Halfshoe:
The room is empty except for the 3 longswords. This room was built for holding the juggernaut. There are no traps nor secret doors that you can find.

Spiegel
2013-09-04, 04:19 AM
"Guys, you are really working hard on that one! Good job!"

Falcone moves next to Faremer (Edit: a4) to have a better view.

mööbel
2013-09-04, 06:02 AM
Shaman takes a closer look in the room to find secret doors.

Perception: [roll0]

If there isn't any, shaman moves next to halfshoe i-2


Minor: conjure sb B0

docHigh
2013-09-04, 06:24 AM
The juggernaut puffs some more covering even Halfshoe around the corner. Then in moves southward along the corridor.

Gas vs Fort:
Doctor [roll0]
Halfshoe [roll1] (-2 for cover)

Hit: target is dazed and slowed (save ends)
First Failed Saving Throw: The target falls prone and is stunned instead of dazed.
Second Failed Saving Throw: The target is unconscious instead of stunned and also takes a -2 penalty to saving throws (save ends).

leafblower
2013-09-04, 06:46 AM
Asok moves to the swords ( F0)and puts 2 of them in the bag.

Ok! Work done. Lets get out of here!

save vs ongoing
1d20

leafblower
2013-09-04, 06:49 AM
save vs ongoing
[roll0]

sepomon
2013-09-04, 07:13 AM
Halfshoe takes 15 damage moves to i4 and holds his breath,

endurance [roll0]

save [roll1]

mööbel
2013-09-04, 08:13 AM
SB dispaears
Doc moves to i-3



Save. 1d20

mööbel
2013-09-04, 08:14 AM
[roll0] reroll for save

MaxCarvel
2013-09-05, 01:03 AM
Faremer steps back to 2B

Spiegel
2013-09-05, 01:47 AM
"Woohoo! Go, team!" :smallbiggrin:

docHigh
2013-09-05, 01:58 AM
The juggernaut releases the gas and then moves 25 feet forward towards the stairs.

Gas vs Fort:
Halfshoe [roll0] (-2 for holding breath successfully).
Hit: target is dazed and slowed (save ends)
First Failed Saving Throw: The target falls prone and is stunned instead of dazed.
Second Failed Saving Throw: The target is unconscious instead of stunned and also takes a -2 penalty to saving throws (save ends).

leafblower
2013-09-05, 07:38 AM
Asok looks around, seeing nothing in interest he steps out of the room and double moves to I6.

sepomon
2013-09-05, 08:01 AM
Halfshoe steps one step back (north)
save [roll0]

mööbel
2013-09-06, 02:50 AM
Shaman moves forward (G5)

Lets try to get over/under of it to the other side.

docHigh
2013-09-06, 04:01 AM
The juggernaut covers Doctor in the gas, and then rolls 25 feet back eastwards, ending its move on top of Asok.

Gas vs Fort:
Doctor [roll0]

Juggernaut vs Ref:
Doctor [roll1]
Asok [roll2]

leafblower
2013-09-06, 04:23 AM
Asok tingles again in pain and lurches onward to sq A11
Qould you please heal me later oo, dear Doctor. I feel a litle woozy.
Saves

[roll0]

Spiegel
2013-09-06, 06:26 AM
"Guys, are you in trouble? Is anyone badly wounded?" :smalleek:

mööbel
2013-09-06, 06:42 AM
Girl, make some dinner over there. Starving warriors are coming home.

sepomon
2013-09-07, 06:03 AM
Halfshoe climbs over the Juggernaut

athletics [roll0]

and then moves away from it as far as possible (run)

docHigh
2013-09-08, 05:11 AM
Though the rogue wants to advance beyond the juggernaut, it gets stuck and whats even worse, squashed between the wall and the juggernaut.

OOC:
You failed the athletics check and ended the round on i5. You take on-going damage 15 and cannot save against it while in the square with the juggernaut.

mööbel
2013-09-09, 01:33 AM
Shaman conjures sb into J0 and moves to the west (A5)

Asok, I hope it helps.
To asok: Spirit of Life : Daily ✦ Healing, Primal
Standard Action Close burst 10
Target: One ally in burst
Effect: The target regains hit points as if he or she had
spent a healing surge.

MaxCarvel
2013-09-09, 01:38 AM
Faremer searches for a door on the stairs.

Perception [roll0]

This has to lead somewhere...

docHigh
2013-09-09, 01:51 AM
OOC:
To affect Asok, the bear should be A6 (if you summon before moving as you described). Updated now the map also based on the actions.

To Faremer:
You do not find any doors or passage moving forward.

Finally, the juggernaut puffs leaving Halfshoe in a cloud of gas, and then leaves back towards its room.

vs Fort:
Halfshoe [roll0]
Hit: target is dazed and slowed (save ends)
First Failed Saving Throw: The target falls prone and is stunned instead of dazed.
Second Failed Saving Throw: The target is unconscious instead of stunned and also takes a -2 penalty to saving throws (save ends).

leafblower
2013-09-09, 02:41 AM
Asok feels a litle scizofrenic- the relief at first and the pain later. But he polster himself with sexonwind and tries to shrug of the effects of the juggernaut.

save [roll0]

sepomon
2013-09-09, 04:09 AM
Halfshoe is shocked that he could not climb accross the damned thing. You see him bleeding from several places. (take 15 ongoing and get 5 temp hp)

Then he takes 2 steps towards safety and tries to shrug off the effects

save against daze/slow [roll0]
save against ongoing dam [roll1]

leafblower
2013-09-09, 08:00 AM
when nothing but juggernaut happens-Asok will start to examine the 2 swords he picked up.

Spiegel
2013-09-09, 08:18 AM
"Good job, guys! Does anyone need a little healing? I can help!"

leafblower
2013-09-09, 09:05 AM
There are some cracks in my vaze that you could heal, I must say. Not much but noticable, I could use a healing surge with some added flawour.

docHigh
2013-09-09, 09:05 AM
OOC:
Doctor's turn is pending, but it shouldn't affect the next step.

You still hear the rumbling and the juggernaut returns from the corridor, stopping just a few inches before Halfshoe.

mööbel
2013-09-09, 09:10 AM
Doc moves to a9 and sb moves to a10.

Let it chill out.

docHigh
2013-09-09, 09:45 AM
To Asok:
As you pull out the swords and examine them, you understand immediately, these are magical swords. To understand more, what effect they have, you'd need to focus for a minute on them.

leafblower
2013-09-09, 10:10 AM
when nothing more happens-Asok moves beyond the secret door and consentrates on the sword for a minute.

arcane [roll0]

sepomon
2013-09-09, 02:37 PM
Halfshoe moves to a1.

Spiegel
2013-09-10, 02:14 AM
"Got it! Let's move out of here and then I can help you with those wounds." :smallsmile:

Falcone moves to b10.

mööbel
2013-09-10, 02:31 AM
Shaman and SB moves to a15/a16 and takes a closer look to that sword.

Perception: [roll0]

I don't know much about swords nor other pointless heavy weapons. Asok, can you check this one also out. Is it usefull at all?

leafblower
2013-09-10, 02:35 AM
Well, mine are magical, I bet yours is also, but let me check it out.

arcane [roll0]

docHigh
2013-09-10, 02:48 AM
You still hear the rumbling and the juggernaut. It appears to be coming closer.

OOC:
You can see it if you pass the door. Otherwise you hear it coming closer with some-what slower pace.

To Asok:
As you are not next to Doctor, you only confirm that the third sword is also magical.

To Doctor:
Having held some other magical weapons before, you also sense the magic of this sword. To understand more, short rest with the sword would be needed.

leafblower
2013-09-10, 03:19 AM
So, lets back off and close the door, then a short rest is needed, ok? Last one closes the door.

Asok steps 5 sqr forward-next to Sb

sepomon
2013-09-10, 03:43 AM
Halfshoe takes his time to study the stairs

perception [roll0]
thievery [roll1]

and walls surrounding the stairs

perception [roll2]
thievery [roll3]

docHigh
2013-09-10, 04:04 AM
To Halfshoe:
The stairs and the wall do not reveal any hidden passages.

sepomon
2013-09-10, 06:24 AM
Crap, I did not find anything. Why would anybody build stairs to nowhere???

Spiegel
2013-09-10, 08:33 AM
"I'm here and ready to help!"

Falcone moves next to Asok and uses Lay on Hands. It will add a healing surge +1 hp.

mööbel
2013-09-10, 08:34 AM
Wut? I have to sleep with that sword to get to know some more about it? I suppose after third date it is thinkable but now you can only dream about it.

leafblower
2013-09-10, 10:49 PM
There,there Doc. Dont be so melodramadic. I'l touch it for you and she will reveal me her true nature. It'l take a minute.

mööbel
2013-09-11, 01:34 AM
Thank you. I feel better already.

MaxCarvel
2013-09-11, 02:39 AM
Faremer moves to Asok, B15

sepomon
2013-09-11, 02:40 AM
If you miss a "sword" at nights I can stick one into you. I am pretty well equiped.

docHigh
2013-09-11, 02:40 AM
The juggernaut moves 15 feet closer, cutting of Halfshoe from the rest of the party.

mööbel
2013-09-11, 02:51 AM
Halfy you finally found your needle from the haystack? Good for you :smallsmile:

sepomon
2013-09-12, 02:12 AM
One of these days, I will burn down your haysac, doc....

Wait, you just burned to death a couple days ago, muhhahahaaa

Halfshoe readies movement - if J-naut should turn north he plannes to wiggle by it and end his movement in a5.
Acrobatics [roll0]

He also holds his breath
Endurance [roll1]

Spiegel
2013-09-12, 02:28 AM
"Halfie, get over here so I can heal you!"

Falcone moves back next to Asok and Spirit Bear.

docHigh
2013-09-12, 02:34 AM
The juggernaut puffs again the gas and then moves 25 feet further towards the larger group.

sepomon
2013-09-12, 02:41 AM
Halfshoe uses 2nd wind and enjoys the new turn of events.

Doc, don't trip over your bush! ...or thinking it over - please do, it would be hilarious.

mööbel
2013-09-12, 03:17 AM
Doc moves to a21 and sb moves to a22.

Will it ever give up?

Spiegel
2013-09-12, 04:48 AM
"Halfie! You still holding on? Come on, get over here!"

Falcone retreats to the beginning of the corridor just before the pit-trap.

leafblower
2013-09-12, 10:38 AM
Asok retreats to the trap nr 10 (ends its movement next to the trap, 8 sqr forward)

MaxCarvel
2013-09-13, 01:35 AM
Faremer moves to B20.

docHigh
2013-09-13, 01:36 AM
The juggernaut puffs again the gas and then charges 35 feet back towards the resting-room.

sepomon
2013-09-13, 02:11 AM
Halfshoe runs 16 squares towards the others.

Tin can, what did you say about healing?

Spiegel
2013-09-13, 02:45 AM
"Here you go, Halfie!" :smallsmile:

Falcone moves to meet Halfshoe and uses Lay on hands on him: he may add a healing surge +1 hp.

docHigh
2013-09-13, 02:51 AM
As the whole party is south of the door, the juggernaut keeps rolling back and forward for next 15 minutes until it finally retreats to its resting chamber. As it leaves, the door next to the stairs also closes again.

Everyone gets 560 exp.

To Asok:
The three swords are all magical +1 longswords. No other special attributes.

mööbel
2013-09-13, 02:54 AM
Let the healing begin!

Healing Spirit: Shaman heals herself(healing surge+6) and Halfshoe can add [roll0]

Healing Spirit: Shaman heals one more time herself(healing surge+6) and Halfshoe can add [roll1]

sepomon
2013-09-13, 06:43 AM
Thanks, doc. I might just keep you your bush for the time being. I'll find something or someone else to burn.

mööbel
2013-09-13, 07:20 AM
As we allready know that our blind friend halfshoe has absolutely no senses at all, maybe it is better if I take a look where that stair leads.

Shaman moves to the stairs and searches hidden doors.

Perception:[roll0] (speak with spirits included)
Dungeoneering: [roll1]

docHigh
2013-09-13, 08:07 AM
To Doctor:
Dungeoneering - the stairs appear to be constructed to offer safe place against the juggernaut as it could not roll up the stairs. Since you came to a dead-end, common sense says there should be another way forward.
Looking for traps and doors, you don't find anything new on the stairs. Even turning to the dead spirits, you only hear a silent whisper "not here"

leafblower
2013-09-13, 08:37 AM
So Ill make these sword in too residuum-easier to carry.
Then lets move to the one-hand-monkey?

Asok starts to cast disenchant magic item if there`s no loud objections.

mööbel
2013-09-13, 08:53 AM
Halfshoe, you were right, there isn't any secret doors.

Shaman thanks her friendly spirits and moves back to the others.

leafblower
2013-09-16, 02:30 AM
When 3 hours are past, the swords crumble into residuum.

Now lets see what the fate will tell us. I`ll ask for a little guidance.
I will conjure a hand that helps us. We have 3 questions to ask. Doc, you have superior dungeoneering skills will you draw us a map so the hand can show us wich direction to follow.

Any suggestions about the questions?

Asok starts to cast Hand of Fate ritual

mööbel
2013-09-16, 05:15 AM
After thinking about 5min over Asoks proposal, Shaman takes a comfy position and starts humming. Ooh, mighty spirits, from where should we look to find whats hidden to our eyes? Give some signs to my friend Asok.

Perception:[roll0]

mööbel
2013-09-16, 05:20 AM
Dungeoneering: [roll0]

leafblower
2013-09-16, 05:54 AM
When the ritual is cast, a glowing hand appears, filled with anticipation.

Ok then, lets see what you can tell?

OOOOO, fate of the magnificent one. Question first would be:
Wich way lies the path to the chamber, where azerach lays?
The second queastion:
Is it safe to use the portals in the first long hall of the tomb?
The third question:
Show us the nearest secret door, not jet discovered by us.

docHigh
2013-09-16, 06:05 AM
The hand hovers and for the first question points its finger down east as if going deeper into the crypt.

The second question sends the hand to make a "no-no-sign".
Asok: make insight check.

The third question sends the hand jumping north but again pointing downwards.

leafblower
2013-09-16, 06:08 AM
Hmm, what does it mean



insight [roll0]

docHigh
2013-09-16, 06:11 AM
To Asok:
You realize, the second question was formulated too vaguely. As you are not next to the portal and there are many traps on the path, the answer could have fairly been for the path to the portal as well.

leafblower
2013-09-16, 06:21 AM
So, the hall with the siren in it should lead deeper in too the dungeon and there is a secret door somewhere north. So lets look to the hall with the siren in it first?

Asok gathers up his ritual components-ointments and candles and incence and stuff and starts going to the east, using shardswarm to teleport over the pits (waiting 5 minits in between)

Spiegel
2013-09-16, 07:10 AM
"Lead on!"

Falcone follows.

leafblower
2013-09-16, 08:17 AM
Lets do a thorough search in the grotto.

I`l look for magic

arcane [roll0]

docHigh
2013-09-16, 08:42 AM
While Asok goes around the grotto searching for signs of magic, Faremer goes around the walls, floor and ceiling looking for any doors or pits forward. Spending more than 2 hours, he still comes out empty.

OOC:
Take 20 on perception to look for doors, traps, secret passages.

Spiegel
2013-09-16, 08:54 AM
"But surely there should be something! Let me ponder this..."

Falcone goes and sits into the circle of stones in the middle of grotto and tries to find an insight of what the vague answers might have meant about this particular part of the dungeon.

Insight: [roll0]

docHigh
2013-09-16, 09:01 AM
To Falcone:
The hand was pointing downward which would imply going down the stairs or some secret passage leading below the floor. For the last question, the hand pointed to an undiscovered secret door north of the corridor. Perhaps the road and corridors do not go directly but twist as so far in this dungeon.

Spiegel
2013-09-17, 01:15 AM
"Guys, I think there are passages below these corridors, as the hand showed, but the entrances may be elsewhere. Maybe we should move back, checking the surroundings as we go."

leafblower
2013-09-17, 02:13 AM
Halfshoe, coud you please open the traps 10 and 11, lets check the pits thoroughly.

sepomon
2013-09-17, 03:12 AM
To third question the hand pointed north and down. I believe there might be a door on the floor before the stairs.

Halfshoe studies the floor of the corridor north from trap10.

Perception [roll0]
Thievery [roll1]

Then he opens traps 10 and 11 as Asok requested using his tools
Thievery [roll2]
Thievery [roll3]

Studies pit 10
Perception [roll4]
Thievery [roll5]

and 11
Perception [roll6]
Thievery [roll7]

docHigh
2013-09-17, 03:22 AM
To Halfshoe:
Both pit-traps are as empty as they were last time. As you searched them on this "day's" morning, you don't find anything new.
In the northern corridor, however, just after the door you find a trapdoor in the floor. With so much effort put into the stairs, it seems no-one bothered to check the corridor earlier.

leafblower
2013-09-17, 03:43 AM
So the hand was correct on something. Lets open it-Halfshoe your solo?

sepomon
2013-09-17, 04:42 AM
Before opening halfshoe studies it.

sepomon
2013-09-17, 04:44 AM
perception [roll0]
thievery [roll1]

docHigh
2013-09-17, 05:23 AM
The door is a 5x5 foot stone block, well concealed and merges almost perfectly with the floor. There don't appear to be any traps on it and you could open up the door with some effort.

leafblower
2013-09-17, 05:48 AM
Asok takes a deep breath and opens the door

docHigh
2013-09-17, 05:55 AM
The air rushes out as the pressure shifts in the lower chambers. There is a flight of stairs going downward to a 5-foot crawl-way.

docHigh
2013-09-17, 06:28 AM
The monk steps up and takes the stairs. Carefully probing each foot in front of him, he makes his way through the crawl-space until finally coming up to a corridor. The air here is dry and still as nothing seems to have visited these parts for ages. As he proceeds, something bright glistens back to him.

An enormous door fills the corridor from floor ceiling, gleaming with the dull sheen of adamantine. The door has no handle or visible lock- only three slots at waist
height, each 3 inches wide by 1 inch high.

Spiegel
2013-09-17, 06:37 AM
"Yay! Good work, guys! Now, what is with that door-thing?"

leafblower
2013-09-17, 06:39 AM
Asok takes out the now-inert swords, takes a long pause...

after the trapchecking... maybe they will fit in too the holes!?!

Detect magic [roll0]
and on doors [roll1]

docHigh
2013-09-17, 06:44 AM
To Asok:
Powerful magic seals this door and makes it impervious to damage or theft. Identical objects fed into the three slots activate the magic that opens the door. As the door is magical, so should be the objects.

leafblower
2013-09-17, 07:04 AM
Halfshoe, I know this door is no mach for your superior thievery skills.

mööbel
2013-09-17, 08:43 AM
Maybe we should make those sword back to magic? Asok, can you do it? We have redundant weapon that we don't use. You can turn it into residuum.

leafblower
2013-09-17, 10:48 AM
Sure, I can do it, hand me the hammer that is not usable anymore.

to disencant an item and turning 3 swords back to magical swords takes 4 hours alltogether

Spiegel
2013-09-18, 12:39 AM
"Four hours! That's a long wait. :smallannoyed:

Maybe a few of us could wander around a bit in the meantime?"

mööbel
2013-09-18, 12:54 AM
Maybe it is not so good idea. Last time I checked there was some weird stuff going on back in the carpet room. Hooks were back on the wall and ready for new carpet-monsters. I belive that new carpets already on the wall and ready for new actions. I did not like how they smothered me. I rather avoid going back. And as I know, there is only on way to go further, we should just wait here til Asok finishes his rituals.

leafblower
2013-09-18, 01:03 AM
Asok starts ritualizing again.

Rituals are so interesting aren`t they?

sepomon
2013-09-18, 01:53 AM
Interesting? You smuck! You son of a bitch, you turned those swords to residume for no good reason and now you need to spend more residume and time to turn them back. You deserve some severe spanking. Why was I but here with such amateurs? Arghhh...!

leafblower
2013-09-18, 04:49 AM
There, there, no need to get so redfaced! You start to melt if you get too hot, my dear uncle used to say.
Time is irrelevant, only knowlidge matters, and magic of course.

sepomon
2013-09-18, 07:44 AM
You have melted once and I hope to see you melt again... or shatter. There are several ways you could go and I would enjoy every single one of them. Incompetent swine!

mööbel
2013-09-18, 09:15 AM
Just wondering, if I want to give a lesson to Halfshoe, do I kill him with single attack or is it possible that he lives and learns his lesson?

docHigh
2013-09-18, 09:31 AM
As the rituals take time and another 'day' (or is it night - hard to say below ground) passes. The quiet and confined rooms take their toll and sleep settles in.

To Asok and Faremer:
please roll perception check to see if you hear anything during your watch.

leafblower
2013-09-18, 09:43 AM
Perception [roll0]

docHigh
2013-09-19, 01:43 AM
Faremer exits his trance and then joins Asok on the watch keeping both ears sharp for any un-natural sounds.
Perception [roll0]

Most of the night passes quietly. On the 6th hour of the rest though, both Asok and Faremer hear a door being closed and sense that the air has stopped moving as swiftly as before.

leafblower
2013-09-19, 02:13 AM
After the refreshing rest Asok stands up hastily, puls out the swords and pushes them in the correct slots.
Strong ones, please open the door

He then steps 5 sqr back

docHigh
2013-09-19, 02:16 AM
As the swords slide into the slots one by one, nothing happens.

sepomon
2013-09-19, 02:18 AM
Halfshoe studies the door:

perc. [roll0]
thievery [roll1]

and everyhing from stairs to door
perc. [roll2]
thievery [roll3]

docHigh
2013-09-19, 02:22 AM
To Halfshoe:
The corridor, crawl-space and stairs are all safe with no doors or secret passages.
Tha great door also doesn't show any signs of locks or traps besides the 3 slots. When Asok slid the first sword in, there was a click. When the 2nd sword slid in, there was no sound. And neither was there when 3rd sword slid in.

sepomon
2013-09-19, 02:26 AM
Smuck!

Halfshoe takes out all the swords. Pushes in the 1st sword, then 3rd and then second and tries to hear the clicks.

perception [roll0]

docHigh
2013-09-19, 02:29 AM
To Halfshoe:
When you slid the first sword in, there was a click. When the 2nd sword slid in, there was no sound. And neither was there when 3rd sword slid in.

mööbel
2013-09-19, 02:34 AM
Shaman steps closer to the stone "door" and starts mumbling.

Kind spirits, could you help me to figure out , how to open this door? What is the secret of this mechanism?



What we missed here?
Dungeoneerin: [roll0]

leafblower
2013-09-19, 02:38 AM
Maybe you should push them in simultainiously?

sepomon
2013-09-19, 02:40 AM
Halfshoe takes out all the swords again.

When I pushed the 1st one in, there was a click. 2nd and 3rd sword did not make any sound. Let's try to insert them all at the same time.

Halfshoe takes the 1st sword, gives one to doc and 1 to paladin. And when everyone is ready counts:

One, two, three, push!

docHigh
2013-09-19, 02:44 AM
To Doctor:
You think back on the previous adventures and on dungeons with locked doors. The door resembles to you a puzzle. As you wait for guidance, 3 spirits appear to you each holding 3 jars of wine.

The first pours each of them out one by one.
The second pours all of them out at the same time.
The third pours two empty, leaving one for itself.

Then, they merge into one and shrug their shoulders.

docHigh
2013-09-19, 02:51 AM
With the simultaneous push, the huge door swings open.
100 EXP to each.

The ceiling of this next huge chamber is supported by scores of massive columns, each carved of colorful pastel stone. A gentle breeze blows through the room. The muted colors of the pillars reflect light with a strangely sinister cast.

Just below the ceiling in north-west corner, the wall is set with a mosaic of a green devil. This appears to be exactly the same as that first seen in the entrance hall to the tomb.

In the southern part of the room, there appear to be some stairs or a higher pedestal though it is hard to tell as the light does not shed that far.

leafblower
2013-09-19, 03:01 AM
Asok sends his lantern 10 sqr foreward to see better

mööbel
2013-09-19, 03:14 AM
Shaman and her SB moves steps to the room and takes her way to the north. (3 sqr from the door)



Searching any suspicious movements and focusing on the ornament.
Perception:
[roll0]

docHigh
2013-09-19, 03:19 AM
The hall is quiet and the lantern sheds shadows that play tricks to your eyes in the gentle breeze. The green devil mosaic below the ceiling looks as if laughing or mocking the foolish mortals who have ventured this far.

leafblower
2013-09-19, 05:21 AM
Well, lets move out in an orderly fashion, and check the doors first, keeping an eye on the stairs to the altar-thingy. I`l be third.

sepomon
2013-09-19, 05:25 AM
Halfshoe goes second, right after the monk, keeping his eyes open

perception [roll0]

mööbel
2013-09-19, 05:27 AM
That is good idea.


Shaman and her bear moves closer to the nearest door on the north wall. (1 sgr away from the door)

Halfy, check the traps pls

docHigh
2013-09-19, 05:54 AM
The party advances slowly, probing the road ahead and vary not to touch what they need not to. It takes about 5 minutes to almost reach the door on the northern wall, when the great admantine door swings shut with a loud bang.

leafblower
2013-09-19, 06:58 AM
To get out, you only have to die, lets move on, are there any traps ahead?

docHigh
2013-09-19, 07:11 AM
Approaching the door, you see this door is smooth stone with a brass pull at its center. As you approach, it shimmers with a faint blue light.

leafblower
2013-09-19, 07:13 AM
While others look for traps, Asok looks for magic

arcane [roll0]

docHigh
2013-09-19, 07:19 AM
To Asok:
Each ofthe 3-foot-diameter pillars radiates powerful levitation magic.
The door doesn't give off any magical senses. However the devil-fresco below ceiling radiates with deadly arcane power.

Faremer gives the silent sign to stand back while he approaches the door. He takes out a knife, probes the brass handle and not seeing any traps starts to pull it. As he touches it, the blue glow flares brighter. Unsure, he pulls his hand back and the glow dims a little.


Perception: [roll0]

leafblower
2013-09-19, 07:25 AM
How do the pillars work?

arcane [roll0]


Dont touch the pillars, to be safe!

docHigh
2013-09-19, 07:37 AM
To Asok:
The pillars contain powerful levitation magic but how to operate it remains hidden.

docHigh
2013-09-19, 08:33 AM
Not willing to open the glowing door, Faremer moves carefully on to next door.

The middle door gives off slight lilac light when approached. Using again the knife he probes the brass handle and not seeing any traps starts to pull it. As he touches it, the lilac glow flares brighter. Unsure, he pulls his hand back and the glow dims a little.
Perception [roll0]

He then proceeds to the last door and repeats the same steps. The last door gives off slight blue light when approached. Using again the knife he probes the brass handle and not seeing any traps starts to pull it. As he touches it, the blue glow flares brighter. Unsure, he pulls his hand back and the glow dims a little.
Perception [roll1]

In the east corner, Faremer points at a blue devil - otherwise identical with the fresco of the green devil.

mööbel
2013-09-19, 09:10 AM
Faremer, what are you afraid of? Did the door bite you?

Shaman steps closer and opens blue door.

docHigh
2013-09-19, 09:15 AM
The door is heavy and takes a little effort to pull open, but eventually does. A large wooden sarcophagus rests upon a low stone table at the center of this small room. Various broken and looted chests, urns, and coffers are scattered about the area.

mööbel
2013-09-19, 09:23 AM
The best idea is not to touch this sarcophagus but...

Shaman pushes the lid open




What have we there?
Perception: [roll0]

docHigh
2013-09-19, 09:27 AM
The wooden lid opens up relatively easy as it has decade a little. Inside the sarcophagus are the mummified remains of a human priest, its tattered wrappings partially undone. A huge amethyst is barely visible in the corpse's left eye socket but glistens in the light from the lantern.

mööbel
2013-09-19, 09:31 AM
Shaman picks the amethyst up.

Asok, could you tell, is it magical?

leafblower
2013-09-19, 09:34 AM
Sure thing

Arcane [roll0]

docHigh
2013-09-19, 09:35 AM
The amethyst glistens in your hand but you get the feeling that you cannot put it away. You just won't drop it but at best, can put it into your pocket. Weird, isn't it?

As you ponder on this, you see in the corner of your eye a hand raising and smashing you.
vs will [roll0]
Damage [roll1]
and sudden fear rolls over you as you slide out of the room stunned against one of the pillars. As if not all, you are immediately levitated up into the ceiling. All you could say if not stunned would be that the breeze is stronger up here and moving towards the devil-fresco.

To Doctor:
you are stunned until the end of your next turn.
To get down from the above, you need to save against the effect (with -5) at the end of your turn. It will result however in falling 30 feet.

To All OOC: roll initiative please.

mööbel
2013-09-19, 09:38 AM
initiative: [roll0]


okay, okay, I learned my lesson. Stop it !

leafblower
2013-09-19, 09:45 AM
Initiative [roll0]

Spiegel
2013-09-19, 09:54 AM
Initiative: [roll0]

sepomon
2013-09-20, 01:18 AM
Doc, you are even bigger fool than I thought you were. Taking into account how big a fool I thought of you before, I can not understand how could the impression get even worse.

initiative [roll0]

docHigh
2013-09-20, 03:16 AM
Faremer Initiative roll [roll0]

Faremer delays until the creature can be seen.

leafblower
2013-09-20, 05:40 AM
Asok stepd 5 sqr back avoiding pillars and uses ego whip on enemy

attack vs will
[roll0]
If hit -2 attack and all def.
And 11 psyc dmg

Spiegel
2013-09-20, 10:49 AM
"Oh my god! Doc, are you all right? You look like you could use some divine help. Here, try this!"

Divine Mettle for Doc, target saves at +6.

mööbel
2013-09-22, 08:45 AM
Save:
[roll0]

To DMpenalties are not taken into account

docHigh
2013-09-22, 09:52 AM
The assistance from the paladin seems to work as Doctor stops floating upwards. As gravity takes toll, the shaman falls down to the ground.

To Doctor:
Fall damage [roll0].
As you are stunned until the end of your turn, then no actions (even free actions).

docHigh
2013-09-23, 01:48 AM
The creature stands up, all wrapped in linen. Then it shrieks and a pulse of dark energy surges forward from him.

Area burst 2 within 10 (d4) vs Fort
Falcone [roll0]
Faremer [roll1]
Doctor [roll2]
Asok [roll3]

Hit: [roll4] necrotic damage, and the target is weakened (save ends).

Until better view of the opponents, the creature moves behind the sarcophagi to have some cover. Those within 25 feet can sense the unholyness of it which fills the hearts with fear.

OOC: Despair (Fear) aura 5; enemies within the aura take a -2 penalty to
attack rolls against it.

sepomon
2013-09-23, 02:08 AM
Let's not fight that cat in a box. We'll need to lure it out from there.

what do I know about the damn thing?
religion [roll0]

Halfshoe takes out his action and tries to shrink his shuriken to creatures throat.
With deft strike he moves 2 squares to the doorhole to have better aim.
attack [roll1]
damage [roll2], if hit furious assault [roll3].

Then halfshoe moves 4 squares back to f4

Come and get me bandage guy!

docHigh
2013-09-23, 02:22 AM
To Halfshoe:
This thing looks to be humanoid. And big.

The shuriken buries itself into the creature leaving a scar where it made contact.

Spiegel
2013-09-23, 02:26 AM
"Guys, gather together! I think that a bunch of Wrath is in order!" :smallbiggrin:

docHigh
2013-09-23, 03:21 AM
Faremer nods in agreement and moves to get the boost to fighting powers and then takes a defensive stance.

Move to E3 and Total defense as standard action.

leafblower
2013-09-23, 04:07 AM
Asok sends a dishartening blow towards the thing
target burst 1 A4

Disharten attack [roll0]
dmg [roll1]
if hit -2 attackrolls

then steps to 3F

And tries to remember something about the creature
religion check [roll2]

docHigh
2013-09-23, 04:19 AM
To Asok:
This is a mummy, though apparently not regular. While you don't remember its resistances nor vulnerabilities, you do know that being hit by mummies usually causes mummy-rot, which can become deadly. Also, its attacks are probably of necrotic/fear type.
Stronger mummies are said to regenerate over time. Their defenses are usually equally good, though being (un)dead - their willpower usually is lowest.

Spiegel
2013-09-23, 04:54 AM
"More undead creatures? Ashes to dust and all that." :smalltongue:

Divine Challenge to the mummy.
Move to E4.
Wrath of the Gods to help the team.
Lay on Hands to Doc
Save against weakening: [roll0]

docHigh
2013-09-23, 05:00 AM
The mummy points the finger at the paladin and growls. As he starts moving, you can see the scar from shuriken closing up. The mummy moves next to the paladin leaving an opening for the shaman, if she wishes to strike.

mööbel
2013-09-23, 05:23 AM
You shall not pass!

AO:
[roll0]

docHigh
2013-09-23, 06:03 AM
Ignoring the strike attempt of Shaman, the mummy brings down both of its fist on the paladin.

Strike 1 vs AC: [roll0]
Damage: [roll1] necrotic damage
Strike 2 vs AC: [roll2]
Damage: [roll3] necrotic damage
As the second slam makes contact, a wash of disease over-flows you and you get a sinister feeling, things might not look so good for you.

Seeing the grave-robber still on ground, it slams her further.
Slam vs Doctor's Will: [roll4]
Damage: [roll5] necrotic damage

docHigh
2013-09-23, 06:32 AM
Not hitting the paladin and the shaman enough, the mummy makes an effort to lash out again, this time plummeting the target on the ground.

Against Doctor: Action-point:
Strike 1 vs AC: [roll0]
Damage: [roll1] necrotic damage
Strike 2 vs AC: [roll2]
Damage: [roll3] necrotic damage

mööbel
2013-09-23, 06:40 AM
Can someone take the last hit instead?

Survivor’s Armor
Power (Daily): Immediate Interrupt. Use this power when
hit by an attack. Choose a willing ally within 5 squares of
you. That ally takes the damage instead.

sepomon
2013-09-23, 07:36 AM
Halfshoe moves to C5 (not through D5) and says:
Remember pups how it went? Daddy will make the pray weak and you take it down.

Imperiling Strike vs Fort
attack [roll0]
damage [roll1]+sneak attack [roll2]
Hit: target takes a –4 penalty to AC and Reflex defense until the end of your next turn.

sepomon
2013-09-23, 07:47 AM
What just happened? My knives are not surgical but should cut through this bandage.

Halfshoe uses AP and attacks again, this time being more concentrated
Crimson Edge vs Fort:
attack: [roll0]
Damage: [roll1], sneak attack [roll2]
hit: target takes ongoing damage equal to 8 and
grants combat advantage to you (save ends both);
miss: Half damage, and no ongoing damage

docHigh
2013-09-23, 08:25 AM
The blades of the rogue slash at the fiend but the pain is irrelevant for the creature. At least from these attacks. The last punch though tears another slip into the bandages.

leafblower
2013-09-23, 11:22 PM
Asok at first steps to J4, because hes scared, then he uses his whip of the ego on the mummy-augmented 1

attack [roll0] against will
if hit then 16 dmg (with wog) and -2 to attack, all def. and saves.


Guys, try not to get hit by the mummy, the effect of the mummy-rot is, that you heal at a halved rate-and eventually you die.

docHigh
2013-09-24, 01:46 AM
The monk takes a spin to gain the momentum and then lashes out with a round-house kick. With that his reach appears to grow.

Masterful Spiral
Daily. Force, Implement, Psionic, Stance
Standard Action Close burst 1
Target: Each enemy in burst
[roll0] vs Ref
Damage [roll1] force damage +6 from Flurry (keeping the monster in flank).
Miss: Half damage.

Effect: You can assume the spiral stance. Until the stance ends, your reach with melee touch attacks increases by 1.

mööbel
2013-09-24, 02:10 AM
Shaman stands up and conjures SB (C4)


Don't mess with us!


standard:Wind of Pain and Succor
attack:[roll0]
dam:[roll1]
Daily . Cold, Healing, Implement, Primal, Spirit
Standard Action Melee spirit 1
Target: One creature
Attack: Wisdom vs. Will
Hit: 3d8 + Wisdom modifier cold damage.
Miss: Half damage.
Effect: The first ally to regain hit points while adjacent to
your spirit companion regains 1 d8 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.

mööbel
2013-09-24, 02:17 AM
AP:

Healing spirit: Shaman heals herself (17+6 + [roll0] )

Spiegel
2013-09-24, 03:14 AM
"You, undead thing! Not cool!"

Minor: Lay on Hands (gain 20 hp)
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.
Hit: use the mace's daily power (3d10 radiant damage against undead) [roll2]
Action point: 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: [roll3]
Damage: [roll4]

Save for weakening: [roll5]