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Thursday, May 19, 2011

Chamber 1-3: Tainted Gallery

Acid Showers
Acid Blast Attack: In RED
From the corner of the room, Galad witnesses the skeleton slinking out from behind the statue. But then his focus rests on the statue itself, where he then notices something new - a nozzle slightly protruding from the statue's mouth.
  
Too late to warn anyone, however! Suddenly, a spray of acid bursts forth from two of the western statues (from the nozzles). Galad, Ambrose and Vondal show quick reflexes and manage to dodge or avoid the spray. Skeleton-1, Skeleton-4 and Tharl are hit more fully!
  
Tech: Close blasts shown in map on right. Vondal and Tharl were attacked twice. The spirit companion was unaffected. This attack reveals that the skeletons have Resist 5 Acid. 
Tharl takes first damage of the game (9 Acid Damage) and is blinded until the end of his next turn.
Also note, Skeleton-1 is now bloodied (icon is now red on map).


Tainted Claws
Each of the skeleton warriors show straight-forward battle tactics, heading for the closest enemies and flanking their foes.
Galad is able to side-step two claw attacks from Skeleton-1 with ease.
Tech: Rolls of 8 and 9 vs. AC... miss!
  
Skeleton-2 rushes Tharl and skewers the shaman with his bony, clawed hands! Tharl, with eyes blinded from the acid, is unable to defend himself from the onslaught.
Tech: Two hits for 23 necrotic damage. Tharl is bloodied.
 
Skeleton-3 and Skeleton-6 flank Joryn. Joryn's impressive armor causes three of the four attempts to brush off harmlessly, but one claw draws blood.
Tech: One hit, but it was a Natural 20 for 14 necrotic damage. 

Skeleton-4 and Skeleton-5 brutalize Lohmi. The swordmage may be swift, but his reflexes are not fast enough. He drops to the floor, a pool of his blood starting to gather underneath him.
Tech: Three hits for a total of 46 necrotic damage. Lohmi is unconscious and dying!

Map of the Original Post
OOC: Well, I guess they don't call it Fourthcore for nothing. Dungeoneers, what will you do now?  
  • 15 Joryn
  • 14 Ambrose
  • 10 Vondal
  • 08 Galad
  • == Start of Round 2
  • 22 Finding
  • 21 Tharl (Blinded until end of turn)
  • 16 Lohmi (KO)
  • 16 Acid-Spraying Statues
  • Updated Map and Vitals (Tharl and Lohmi yet to go)


    Some art pulled from www.theweem.com (condition cards). Very nice site, check it out.
  • 16 Fiend-Tainted Skeleton Warriors (3)


17 comments:

  1. Joryn is furious at these skeletons! How dare they bring down the defender mage. Quickly he side steps to keep himself between the skeletons and Finding, bellows a war cry of rage and brings his sword down hard on the skeleton who dared attack him.

    Tech:
    Move Action: Shift to L7
    Free Action: Holy Smite
    Trigger: You target an enemy with an at-will weapon attack power.
    Effect: The target takes 5 radiant damage. If the triggering attack hits, the target is also dazed until the end of your next turn.
    Standard Action: Vengeful Smite
    Target: Skeleton 6
    Attack: 9 vs. AC; Hit: 1d8 + 4 radiant damage. If at least one bloodied ally is within 5 squares of you (does unconscious count as bloodied?), the target takes extra radiant damage equal to your Charisma modifier.

    If attack hits, skeleton should be pushed to N9 (due to Finding's last attack)

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  2. Joryn is filled with righteous rage and furious anger! Nothing can stop his blade from cleaving into Skeleton-6, and obliterating it.
    Tech: 26 vs. AC for 21 radiant damage. Skeleton-6 is destroyed! Note: You've found a weakness! The skeletons are Vulnerable 5 Radiant. And yes, Lohmi counts as a bloodied ally.

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  3. OOC: In the above Joryn comment, I miscounted his Charisma bonus and thought he only did 20 damage. He needed 21 to kill the skeleton. Not satisfied, I poured over the sheet again and realized my error. So I deleted and rewrote the comment.

    Also - Joryn - you may activate your Lifeblood power if you wish. Let me know. (First battle I will try to point out these things; latter ones you will have to remember.)

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  4. As the skeleton shatters around Joryn, he grits his teeth and sucks in a breath in as he drinks deep of the fiend's lost vitality. Blood pounds in his veins and you can see his muscles tensing under his armor.

    Tech: Free Action: Lifeblood. 6 temporary hitpoints.

    OOC: Thanks for the reminder!

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  5. Vondal takes an evasive strike and split the tree" to break off skeleton attackers from Tharl and Lohmi. He uses an action point.

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  6. Vondal manages to get the attention of the two skeletons lining to kill Lohmi. He threads two arrows from one shot, a perfect hit on both!
    Tech: Split the Tree, take the better of two d20 rolls. A natural 7... and a natural 20! It's a good day to be a ranger. Skeleton-4 and skeleton-5 both take 25 points of damage, bloodying them both.

    Vondal hopes to do the same with the undead near Tharl, but her shot glances off the skeleton's bones, landing in the pool of acid instead.
    Tech: Action point, Evasive Strike. Roll of 15 vs. AC, miss.

    Aijae - You can move up to five sqaures for free without penalty (a shift) due to the Evasive Strike. Let me know if you wish to move and to what square.

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  7. As Galad deftly avoids the Skeleton-1's claw attacks he lets the tip of his Greatsword fall to the ground and in one quick motion grabs his Holy Symbol of The Silver Flame in his left hand, smashes it into the forehead of the advancing enemy, and shouts "see the truth in The Silver Flame!" He then lets the Holy Symbol fall back to his chest and steps back, bringing his sword to the ready.

    Tech: Radiant Vengence +6 vs. Reflex, 1d8+5 radiant damage, gain 5 temporary hit points if it hits. Shift to B4.

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  8. Galad - Oath of Enmity before the attack (first battle DM niceness)?

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  9. OOC: No thanks, it's an encounter power and I don't want to waste it on a bloodied skeleton. Thanks for asking! :)

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  10. The power of Galad's holy symbol nearly collapses Skeleton-1; it is by sheer necrotic power that it manages to stay standing.
    Tech: Hit for 13 radiant damage. Galad gains 5 temp hp. Skeleton-1 is critically wounded!

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  11. OOC: Ret-con, returning 6 hp to Joryn, missed Necrotic Resist 6.

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  12. With his nose and head gestured upward from disdain of the undead and foul acidic smell, Ambrose composes himself to point at the skeleton near Tharl and releases a magic missile at the creature.

    He casually remarks, "Those of us in back should fight our way through on the left side of the pool to regroup with the others up front. Tharl, I'll help guide you."

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  13. Finding screams as she watches Lohmi get beaten into the ground. She focuses, and extends a healing infusion across to his beaten body. The sound of a boiling kettle fills the air between them.

    [Tech 1:
    Minor Action - Healing Infusion, Curative Admixture
    Target - Lohmi
    The target regains hit points equal to its healing surge value + your Wisdom modifier(+3), and you expend an infusion crafted with your Healing Infusion class feature.]

    Quickly, she looses an unbalancing force at each of the skeletons beating down her comrade.

    [Tech 2:
    Spend action point.
    2 x Standard actions, one each at Skeletons 4 & 5
    Intelligence (+4) vs Fort
    Hit: 1d8 + Intelligence modifier force damage. The next ally who hits the target before the end of your next turn also pushes the target 1 square.]

    Her hands moving deftly, she fashions a solid noose out of her rope.

    [Tech 3:
    Minor action, fashion noose]

    [OOC: I hope you don't mind the tech being listed in stages, it helps me keep track as I go!]

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  14. Lohmi feels Finding's healing wash over him and he awakes.
    Tech: Lohmi is at 13 hit points, but prone.

    Finding reaches out and both skeletons threatening Lohmi (#4 and #5) are annihilated!

    Noose fashioned.

    OOC: Formatting for your tech is great, don't change it.

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  15. Tharl quickly surpresses his rising panic at being suddenly blinded. Reaching out with his mind to the spirits surrounding him, he feels Lohmi fall, but before he can act he feels the retorative power of Finding's infusion flooding into his fallen companion. He also feels the force of Finding's attack and judges Lohmi safe for now. Knowing this, he calls and is filled with the rejuvinating life force of friendly healing spirits. His spirit companion, enraged by the damage dealt his friend, assaults the skeleton while urging Tharl to retreat. Tharl heeds Ambrose's call and slips around the Skeleton, trusting his bear spirit friend to covers his move.

    Tech:
    Minor Action - Healing Spirit on Tharl, allowing him to spend a healing surge. No one else adjacent to his spirit, so no bonus healing.

    Standard Action - Call to the Ancient Defender. Attack, +6 vs. Fortitude. Damage 2D8+5 Primal. On hit, Tharl and allies gain +5 defense bonus to all opportunity attacks while adjacent to spirit companion until the end of Tharl's next turn.

    Move Action: Tharl moves to F2 through his spirit in a straight line. (hoping the attack hits so he has a bonus defense against opportunity attack)

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  16. Finding looks up from her rope tieing in horror as a thought occurs to her. "I'm worried the middle two statues are going to spew forth shortly" she calls to everyone, before hastily resuming her work.

    [Tech - free action :)]

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  17. Lohmi opens his eyes, and immediately pulls himself to his feet, grabbing his sword. The skeletons that had assaulted him were gone, but another one was menacing Finding. She was yelling something about the middle two status, so Lohmi decides to move over to assist her. He activates his protective magic to link up with the skeleton near her.

    [Tech]
    Standard action - stand, retrieve sword.
    Move action - Move to M8.
    Minor action - Activate Aegis of Shielding to mark Skeleton #3.

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