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Friday, May 20, 2011

Chamber 1-4: Tainted Gallery

[Tharl]
When Tharl gets that feeling, he needs spiritual healing. He regains the use of his sight!
Tech: Healing Spirit. Tharl's hp increase to 15, surges down to 9. One more Healing Spirit allowed this encounter.

An ancestral spirit suddenly appears, jabs the skeleton with his spectral spear, and then vanishes. With this diversion, Tharl retreats to the safety of the northern wall with ease.
Tech: Hit on Skeleton-2 for 13 damage. Skeleton-2 is bloodied. Opportunity attack against Tharl missed.

[Lohmi]
With sword in hand, he crosses over to the eastern side of the chamber and boldly challenges Skeleton-3 to battle!
Tech: Skeleton-3 is marked by Lohmi.

[Statues]
This time, the two statues that spray acid are the southwest one and the northeast one. You are expecting it this time, and therefore mitigate the damage with low ducking or clever blocking with cloaks.
Tech: Misses on Vondal, Joryn and Finding. Skeleton-3 takes 1 point damage.

[Skeleton-1]
The skeleton chases Galad, and corners him in an unfortunate situation.
Tech: Claws against Galad 24 vs AC; 11 damage. Temp HP gone, actual HP down to 25.

[Skeleton-2]
Another skeleton chases Tharl, but Tharl does not allow it to penetrate his space.
Tech: Claws against Tharl, 9 vs AC, miss. Does the spirit companion get to do an Opportunity Attack if the skeleton moved by him (not shifted)?

[Skeleton-3]
Answering Lohmi's challenge, the skeleton leaps over the narrow acid channel.
Tech: Claws against Lohmi, 10 vs AC, miss.
 
OOC: Dice were on your side this round. Also, I've been looking for a way to present current maps and vitals for maximum tactical access. I played around with updating the main post with them, but sometimes it's tough to maneuver the maps into the right spot with the Blogger editor. Therefore, look for the tab page above for Current Maps and Vitals. 

  • 15 Joryn
  • 14 Ambrose
  • 10 Vondal
  • 08 Galad
  • == Start of Round 3
  • 22 Finding
  • 21 Tharl
  • 16 Lohmi
  • 16 Acid-Spraying Statues
  • 16 Fiend-Tainted Skeleton Warriors (Update - All Destroyed)

17 comments:

  1. OOC: Note, the blue triangle is supposed to be on the nearby skeleton. It didn't move with him. I'll get it with the next map update.

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  2. OOC: The text on Spirit Shield states the trigger is when "an enemy leaves a square adjacent to your spirit companion without shifting". I think he did that. If so...

    Tech: attack on skeleton, +6 vs. reflex. 4 damage if it hits. Galad is within 5 square range, so he regains 5 hp.

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  3. Sweet! Going for the roll.... natural 9, +6 = 15 vs reflex = hit! Skeleton-2 is hurting, but not out yet.

    Also, Galad up to 30 hp, and 7 temp hp.

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  4. Joryn still can't believe these skeletons stand. He goes back for another mighty swing against the skeleton standing in front of him and after attacking whirls around and quickly moves across the room to flank the skeleton with the shaman.

    TECH:
    Standard Action: Vengeful Strike (still bonus for bloodied ally)
    Move Action: Move to H4, provoking from skeleton 3 if he still lives.

    Also, Defender Aura active means all enemies adjacent to me are marked by me unless they get marked by someone else. (don't know if a marker would help with that or not)

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  5. Joryn's vengeful strike is potent against the undead, making the skeleton regroup as the Cavalier makes his way west.
    Tech: 18 damage to Skeleton-3, Skeleton-3 missed on OA, now marked by Joryn instead of Lohmi.

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  6. OOC: Correction on marking. Lohmi's mark on Skeleton-3 still stands, and Skeleton-2 is marked by Joryn. (Thanks to the other Joe for marking advice.)

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  7. The elf carefully shuffles to the top of the stairs (C6) away from the nearby skeleton(#1). Then with a pointing gesture and short arcane words, Ambrose sends another blue bolt of energy at the skeleton attacking Galad.

    Tech
    Move Action: (Shift) to C6
    Standard Action:
    Cast Magic Missile at Skeleton(#1)
    - Unerring strike
    - Target > one creature
    - Range > 20
    - Effect > 7 Force Dmg

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  8. Ambrose's magic missile destroys the skeleton!
    Tech: Skeleton-1 destroyed.

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  9. Observing that the group is fighting just two remaining skeletons, the elf suggests with a matter of fact tone to the rear party, "Time to make our move to help Tharl and reach the others up front. Beware of more acid sprays."

    Tech
    Free Action: Talk

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  10. OOC: Important private post sent to Finding's player via email! Let me know if you do not get it. Thanks!

    Also, looking for posts from Lohmi, Finding, Galad, Vondal.

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  11. Lohmi raises his weapon, wreathed again in green flames, and strikes at the skeleton.

    Tech:
    Attacking skeleton #3 with Greenflame blade. +10 vs AC, 1d8 + 5 fire damage.

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  12. Lohmi's blade cracks the skull of the skeleton before him.
    Tech: 18 vs AC, hit for 2 fire damage (after Resist 5 Fire). Skeleton-3 still standing.

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  13. Joryn snarls out, his eyes red with bloodrage, "Tharl,get out from there, I can handle this fiend! He won't be able to stand my righteous fury!"

    Tech: If Tharl moves and provokes an OA from Skeleton 3 and the skeleton makes that attack, he will take 6 radiant damage from Righteous Radiance since he is in my defender aura.

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  14. Galad presses forward and grasps his Holy Symbol of The Silver Flame once more. As he reaches the edge of the pool of acid, he pulls the symbol above his head, shouts "BY THE LIGHT OF THE SILVER FLAME, I COMMAND YOU TO COME HERE!" and slams the symbol into the ground, creating a radiant shockwave towards Skeleton-2.

    [Tech: Move to E8.
    Standard Action: Abjure Undead, close burst 5 targeting Skeleton-2. +6 vs Will.
    If it hits: 3d10+5 radiant damage, pull it to E7 (I can pull up to 6, that should be 5).
    If it misses: 1/2 damage and pull to G4.]

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  15. Vondal moves 5 squares to the East and does a careful attack upon Skeleton #3 who was after Lohmi ... And does a successful hit! (DM Joe rolled for me as we set it up.)

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  16. Galad destroys the skeleton easily, the pull of the radiant shockwave pulling it apart.
    Tech: Miss, but enough damage to destroy anyway.

    Vondal takes care of the final skeleton with a well-placed arrow that breaks the undead apart.

    OOC: Only Finding left to post, and then I will post Chamber 1-5!

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  17. Finding checks that the noose knot she's constructed is sturdy and weighty enough and, focusing her efforts on the rope lowers it rapidly into the acid, hoping that her hands are steady enough to successfully loop it around the torch and bring it up to the surface before the rope crumbles.

    [Tech: I figure the lowering of the rope is a move or minor action, and since full focus on looping the torch is needed, that would be the standard action - thievery check, +8.]

    As she works on the torch, she notices two more oddities on the bottom of the pool. "Everyone, there's not just the torch down here, there are two smaller items sitting next to it - but they're too small for me to loop with a rope noose! One looks like a key, and one looks like a...I think it's a scroll case, made out of bone. How can we get those up?"

    ReplyDelete