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Thursday, June 23, 2011

Chamber 2-4: Sacrificial Shrine

From last post:
Vondal does a careful attack and easily and successfully eliminates Skeleton #19 ... (Worked out with DM in offline chat.)

The onslaught of the skeletons is fast and furious. Arrows fly, swords clang against your weapons and armor, and you feel your time is running out quickly!
Tech: 
Ambrose takes 14 damage
Joryn takes 4 damage
Tharl takes 4 damage

Hypnotized!
Meanwhile, Finding starts to attempt another Dispel Magic upon the mural, and catches a glimpse of it in the corner of her eye. That little glimpse is all the mural needs. Calmly, Finding walks past the skeleton on her way to the water font. The skeleton does not hinder her as she passes by. Just like Lohmi before, Finding proceeds to wash her hands and face in the water-filled font. As the water splashes on her magical Cannith Goggles, they dissolve into residuum dust that clings to her cloak.
Tech: Finding takes 6 psychic damage and is dominated. She has 10 hit points left and is bloodied.  Technically, the skeleton did try for an opportunity attack, but missed. Finding fails her save vs charm at the end of her turn and is still dominated. However, if you post a good "trapped inside your body" post, I'll give you a +1 to your next attempt to save vs charm. Finally, you lost your Cannith Goggles, but gain residuum equal to a 3rd level magic item.

And then if it can't get any worse, bursting forth from the two sides of the northeast curtain are what appears to be two miniature green devils... Quasits! Sporting horns on their heads and barbed tails, they rush about the chamber with a quickness that impresses you, jumping here and there and laughing maniacally! One comes up to Ambrose and bites him in the leg. Instantly, Ambrose can feel the tell-tale signs of poison seeping into his body. Another attempts to bit Tharl in the same way, but Tharl's leather armor does it's job. Then without warning, the quasits turn invisible.
Tech: Ambrose takes another 8 damage (5 of which was poison) and automatically grants combat advantage to all foes (save ends).  Ambrose has 2 hit points remaining. As for the invisibility, you can still see the blurry outline (akin to the Predator movie invisibility), so you kinda know where they are... but they have full concealment from you (-5 to hit them).

Round 2
22 The MURAL (done)
22 Skeletons ( done)
22 Quasits (done)
19 Finding (done)
18 Galad
17 Lohmi
15 Vondal
15 Joryn
14 Tharl
09 Ambrose
Good Luck!
MilwaukeeJoe

17 comments:

  1. As the quasit strikes against Ambrose, a golden shield of glimmering energy forms around the strike and a wound opens on Joryn's leg where Ambrose was struck. He winces in pain accepting it and molding it to drive his rage.

    He then roars and swings at one of the skeletons before side stepping to help cover Lohmi.

    TECH:
    Interrupt: Righteous Shield. I take the damage from Ambrose's hit and he doesn't. I also get a +2 to attack rolls until the end of my next turn.
    Standard: Valiant Strike against Skeleton 12. +15 vs AC (+9 base, +4 adjacent, and +2 from shield)
    Minor: Defender Aura, all enemies adjacent to me are marked and I can make an opportunity attack if they shift through my aura or if they attack someone that isn't me.
    Move: Shift to L9

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  2. Galad sees Ambrose in trouble, circles around, and slices his sword at one skeleton while slamming his Holy Symbol of the Silver Flame into another's skull!

    Tech:
    Move to G13 (by way of H15, to G15, to F14, to G13 so as to not take any attacks of opportunity).

    Standard: Focused Fury on Skeleton 6, +11 vs AC, hit: 1d10+7

    Action Point!

    Standard: Radiant Vengeance on Skeleton 7, +6 vs REF, hit: 1d8+5 and I'll gain 5 temporary hit points while wishing the temporary HP could be given to my ally. Sorry Ambrose!

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  3. Lohmi immediately sees the peril of the elf, and thinks that there is only one thing to do. With a sweep of his blade, Lohmi sends another wave of force around him. The force blasts one of the skeletons attacking him out of the way. Using the void that skeleton created, Lohmi weaves around the other skeletons, taking a blow in the process, and moves into melee range of the Quasit threatening Tharl.

    Raising his weapon, Lohmi creates a bond between himself and demon. He also taps into his inner strength and gives a loud shout, inspiring his allies to do battle.

    OOC: (Partially worked out with DM). Using Sword burst destroying skeleton #20, Moving N9, M10, M11, L12. Took one AoE for 4 damage (Lohmi is now bloodied). Using Aegis of Shielding on the Quasit. Using Inspiring Fortitude (gives all allies within Burst 5 12 temporary hit points). Also used an action point.

    Phew.

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  4. Ambrose makes an arcana assessment about the mural. Would attacking it directly with magic damage spells such as fire or force speed its diruption or distructon?

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  5. You could say that Joryn is very cavalier in taking on Ambrose's damage! Shrugging off the pain, he destroys a nearby skeleton with his blade. The skeleton's take notice of his prowess, and will certainly try to crush the life out of him next.
    Tech: Joryn takes 13 damage and is down to 18 hp. Ambrose up to 15 hp. Attack 30 vs AC, a hit for 6 damage, killing skeleton #12. Other skeleton's marked as shown on updated map in Vitals tab.

    Galad maneuvers into position, but the skeleton parries his attack.
    Tech: Natural 1 on attack. As we briefly talked about earlier on IM, you don't have an action point, having spent it in Chamber 1.

    Meanwhile, Simon challenges the quasit, and the quasit responds... the female voice of Elon!... "We haven't had challenging guests in a while. Too bad you won't last much longer." Simon's reaction to the taunt inspires everyone around him.
    Tech: Quasit marked. Inspiring fortitude, all dungeoneers at 12 temporary hp!

    Ambrose considers, and realizes attacks with magic could indeed disrupt the effect.
    Tech: Successful magical At-Will attacks count as 1 success, Encounter Powers as 2 successes, and Daily Powers as 5 successes.

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  6. While keeping his gaze averted from the mural, the barrage of skeletonal blows followed by a quasit bite, sends Ambrose into an acute reaction to his deadly clusterphobic feeling.

    Upon the first hit by the skeletons against him, he toughens his defense via his paranoia from his arcane training, giving him added protection against the subsequent attacks.

    The mage is surprized as the poisonous bite of the quasit fades away, wondering if he was bitten at all.

    ...

    Finally gathering his wits together, Ambrose embraces his almost overwhelming self-defense fear to fuel his rapid gestures and utterances to evoke fire and lots of it. A flaming blast radiates outward from him.

    Finding additional inner strength from his fires, the mage lets loose one of his most powerful spells, a fiery pillar of spinning fire to sear the mural using the most central skeleton adjacent to it for aim.

    As the flames fade, he acquires enough courage to attempt disrupting the mural once more.


    Tech:

    Minor action: gaze averted from mural

    Immediate action: Wizard.Utility.Shield.Encounter.ImmediateInterrupt.Personnal
    Trigger: You are hit by an attack
    Effect: +4 to AC and Reflex until end of his next turn (AC 23)
    ? other attacks missed on recalc ?

    ... after others go, his improved defense may cause others to modify their actions ...

    Standard action: Wizard.Attack.BurningHands.Encounter.StandardAction
    Attack: +7 vs Reflex
    Damage: 2d6 +5 fire damage, miss for half damage
    Close: blast 5
    Target: Each creature in blast (foes only?)

    Action pt. Standard action: Wizard.Attack.FountainOfFlame.Daily.StandardAction
    Attack: +7 vs Reflex
    Damage: 3d8 +5 fire damage, miss for half damage
    Area: burst 1 within 10 squares
    Target: Each enemy in the burst, especially the mural
    Effect: Lasts to the end of the encounter, any enemy that enters or ends within area takes 5 fire damage.

    Move action: Arcane check to disrupt mural, +11

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  7. OOC: BTW, the above mention of a dungeoneer named "Simon"... should be "Lohmi". "Simon" is another PC in a different play-by-email game.

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  8. Vondal does - #!@%$@ - under his breath, turns and turns around - since he is sunken position by the stairs ... He repeatedly stands up and fires his bow at the skeletons and the green demons - and crouches to avoid return fire.

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  9. Vondal targets the nearby Quasit with Evasive Strike, and threads the arrow right into the demon's side!
    Tech: Natural 20 for 26 points of damage to the eastern Quasit. The Quasit is bloodied!

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  10. OOC: rpgamer... care to choose the targets of your blast and burst attacks? Going after skeletons, or the mural? Thanks!

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  11. Vondal is pumped up, keeps firing arrows!

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  12. Ambrose Updated actions

    Tech:

    Minor action: avert gaze from mural

    Move action: Shift to I13

    Standard action: Burning Hands (Close: blast 5)
    Area of effect: 5x5 square, corners (H12, H8, D8, D12)
    Targets: skeletons (3, 4, 5, 7, 8, 9, 11) and Quasit (G11)

    >> Action Point spent
    Standard action: Fountain of Flame (Area: burst 1 w/i 10 squares)
    Area of effect: Origin (B13), corners (C14, C12, A12, A14)
    Targets: skeletons (1, 17) and Mural

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  13. Ambrose takes a step back, intertwines his hands in a fanned way, and speaks the words of power. Suddenly flames burst forth, just nearly missing Galad (not really, Ambrose is in total control!). Four skeletons are blown apart by the force of the fire, and the Quasit is badly burned as well.
    Tech: Good targeting with the AoE spell! Each of the targets took 12 points damage. The skeletons, of course, are minions and fell apart easily. The Quasit is bloodied (both are, actually).

    Then the Fountain of Flame goes off, Ambrose signature spell. It lights up like a nuke, filling the room with its incendiary audio chaos!
    Tech: Both skeletons 1, 17 destroyed, and mural success up to 10 of 12!

    Updated map coming soon.

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  14. OOC: Ret-con, I altered the targeting of the FoF spell, could also get one more skeleton and also hit the mural. Had this been a table-top, I'm sure Ambrose' player would have asked me, "Can I position the spell here and hit x, y AND z?"

    Map updated.

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  15. Standing firmly in the pool of blood to avoid slipping again, Finding musters her energy and prepares to unleash another dispel magic on the mu-

    no this isn't right this kind of thing isn't supposed to happen any more no I am in control of my body I am in control of my mind why now I have value now I am not just a vessel I seek knowledge I seek balance through measurement and understanding my thoughts are mine my actions are mine damn you to hell what gives you the right to take this away from me no control no control gods damn you if it's the last thing you know if you can even hear me know that no you are not welcome here I seek knowledge I seek balance I seek knowledge I seek balance no no not there remove those first i need them you don't understand what is it you want from me I'm not unreasonable just explain no you can't just-

    Finding proceeds to wash her hands and face in the water-filled font. As the water splashes on her magical Cannith Goggles, they dissolve into residuum dust that clings to her cloak. She stands, mute. A tear makes it's way down her freshly damp face, indistinguishable amongst the dampness of the holy water.

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  16. The bear spirit fighting with Tharl breaks around the skeleton he is near and positions himself between the skeleton and Quasit. Tharl bends low on his knees and yells "This ends now! Spirits of the waves, come to my aid!" With that he stands, arms flung wide. The others cannot see the water spirits hurling away from him, but their presence is clear as a cresting wave of death and renewal moves outward from his position in a circle. All this time, Tharl has been careful to keep himself turned away from the mural.

    Tech: Move = Guardian spirit moves to K11
    Minor = Avert gaze
    Standard = Spirit of the healing flood. All enemies in close burst 5 (all but skeleton 4) are attacked with +6 vs. fortitude. Hit = 1d8+5. Miss = half damage (yeah...bye bye minions).
    Additional effect: Until the end of the encounter, Tharl and each ally in the burst (everyone) gain regeneration 2 while bloodied. As a minor action, a character can end this effect on himself or herself to regain 10 hit points.
    If I hit skeleton 14 or the quasit at K12, Lohmi gets to spend a healing surge as I will use the daily healing spirit power on my totem to grant it (triggered free action). If this case occurs, I will use my surge as well.

    OOC: How's that for a little drama? :)

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  17. OOC: When the skeletons come up again, if the ones marked by me shift at all I will make melee basic attack. Just FYI.

    p.s. thank god for insane burst effects.

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