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Monday, August 8, 2011

Chamber 3-3: Convector

Vondal threads another arrow into the Grub-Blighted Fiendish Ogre, this time into its left leg.
Tech: 10 damage, you're slowly bringing it down! Vondal is down 1 healing surge; 7 surges remaining.

Standing next to the southwest doors, Ambrose turns to fire a magic missile at the demon ogre, hitting it square in the chest.
Tech: Autohit, for 7 damage. Ambrose loses a healing surge from the heat; 5 remaining.

The Ogre turns his attentions to the south, to Joryn, Finding and Tharl.... and then vomits. Yes, vomits!... a gush of writhing white grubs all over the three adventurers. Only Tharl is able to back up enough to avoid the bulk of the blast.
Tech: 22 points of damage to Joryn and Finding, both are bloodied. Both also have ongoing 5 damage (save ends) and have contracted Rot Grub Infestation  (which means a healing surge lost, and vulnerable 5 necrotic - for starters!). 

Tharl takes 11 damage (no ongoing or disease). 


Initiative
*** Round 3 Continued ***
09 Vondal 
08 Ambrose (done)
*** Round 4 ***
20 Joryn
16 Lohmi
11 Finding
10 Tharl
10 THE OGRE (bloodied, approaching critical)

Things to remember:
  • You will take a healing surge damage from the heat, unless you do a standard-action endurance check to resist.
  • The ogre is getting to critical wounded levels.
  • The treasure chest has not been opened yet, and it is locked with a complex lock.
Any questions, let me know. Good Luck!
MilwaukeeJoe

46 comments:

  1. Lohmi immediately sees that his allies are in trouble. Raising his dagger, Lohmi strikes out again, his weapon glowing with a strange energy. At the same time, Lohmi gestures a free hand, binding the ogre to himself with a burst of arcane energy.

    OOC: Using Foesnare on the ogre
    +10 vs AC, 1d4+6 damage & target is immobilized until the next of Lohmi's next turn.

    Also using Aegis of Shielding to mark the ogre.

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  2. Lohmi's attack is true, striking the Ogre in a critical spot!
    Tech: 10 damage. Lohmi loses a healing surge to heat; Lohmi gains ongoing 5 from being within close proximity to the Ogre. Ogre is immobilized, and now marked by Lohmi instead of Joryn.

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  3. OOC:
    Welcome back, sounded like a blast of a good time.

    BIC:
    Ambrose sends another magic missile into the Ogre in hopes to help bring it down sooner so the group can grab what they can and get out of this room.

    He attempts to determine from his skills how he may help the grub infected comrades.

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  4. Ambrose's magic never fails... The Ogre can't take much more punishment.
    Tech: 7 damage. As for helping comrades, heal check after combat might help the disease.

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  5. OOC: Note: Lohmi contracted Rot Grub Infestation as well. 1 healing surge and vulnerable 5 necrotic.

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  6. Joryn grits his teeth with anger and turns all of his rage towards the ogre.

    "Your rotting filth means nothing to one who is already dead!"

    He bellows as he brings his sword in a strong arc toward the ogre's shoulder.

    TECH:
    Standard Action: Vengeful Strike +8 vs. AC, 1d8 +7 on a hit (bloodied ally close to me).
    Also, Joryn has 6 necrotic resistance if that matters (wasn't sure).

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  7. Finding shrieks in pain and disgust as the wave of white grubs swarm across her, and reacts immediately in response, her wrath becoming a tangible force.

    Tech:
    Free action - Infernal Wrath
    Trigger: an enemy within 10 squares of you hits you
    Effect: The target takes 1d6 + Intelligence (+4) modifier fire damage


    She quickly follows this up with a fresh attack, desperate to rid the group of the foul menace.

    Tech
    Standard action - Unbalancing Force
    Attack: Int (+3) + Bloodhunt (+1) v Fort
    Hit: 1d8 + Int (+3) force damage, The next ally who hits the target before the end of your next turn also pushes the target 1 square.


    Anxious to avoid becoming too weak to act, she quickly channels one of her restorative compounds, boosting her health, trying hard to ignore the still oppressive heat and rid herself of the infestation.

    Tech:
    1 x Minor action - Restorative infusion.
    The target gains 20 temporary hit points.
    1 x Minor action - Endurance +2
    1 x Saving throw against grubs

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  8. [Joryn]
    Joryn's swing is deflected by a swift arm maneuver of the Ogre, whose skin is like stone!
    Tech: Even with flank, you only got AC 16. Down 1 healing surge from heat; 11 remaining. You take 5 damage from the ongoing effect; down to 8 hp. You SAVE against it however and will not incur the auto-damage at the start of your next turn. I believe resistance and vulnerability negate each other, so you'd have Resist 1 Necrotic.

    [Finding]
    Finding's infernal fire does nothing to the Ogre, and you deduce that he is immune to fire and heat! Her Unbalancing Force fares no better; it's as if the Ogre is onto her schemes, actively denying her.
    Tech: 5 points damage at the start (ongoing), down to 3 hp (WARNING!!!) but now with 20 temporary hp (whew!). Unbalancing Force attack was natural 4 on the d20; dice cold today. Also, natural 1 on the Save Vs Ongoing Damage. At least you rolled a natural 20 on the Endurance vs. heat check! (Yes, back-to-back natural 20 and natural 1.)

    The Ogre laughs a mighty bellowing belly laugh, feeling he has won the round thus far.

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  9. Initiative
    *** Round 3 Continued ***
    09 Vondal
    08 Ambrose (done)
    *** Round 4 ***
    20 Joryn (done)
    16 Lohmi (done)
    11 Finding (done)
    10 Tharl
    10 THE OGRE (bloodied, critically wounded!!!)

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  10. Tharl shudders in the heat, realizing he can't maintain this assault much longer. He yells "Return to death" as he refocuses the efforts of the spirits of winter, attacking the hulking undead ogre again.

    Tech: +6 attack vs. Fort, 1d10+5 cold damage if hit.

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  11. Vondal threads a careful arrow into the Ogre; it's life force is running out!
    Tech: Careful shot for 7 damage. Vondal loses 1 healing surge to heat; 6 remaining.

    Tharl curse upon the Ogre proves true, and the Ogre does indeed return to death. The cold blast knocks it to the ground, and then it's as if the Ogre's blood begins to boil from within. The rot grubs then begin feasting on the Ogre itself, reducing it to a skeleton in mere moments before they slunk off into cracks in the floor and crevices in the wall.
    Tech: Man, I was so nervous rolling this one. I even went for a different d20; the black one was rolling poor yesterday and you guys really need this one to hit! And hit it did, natural 15. 12 damage, for the kill. Also, Tharl loses 1 healing surge to heat; 6 remaining.

    Ok folks, the Ogre is defeated, but we will remain in combat rounds until you get out of this room - because the heat is still a very big threat! Make sure to mention an endurance check in your post, or I'll reduce your surges automatically by 1. Mean DM, I know.

    Begin, round 5!

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  12. Joryn grits his teeth and pauses to collect himself. He wipes some sweat off of his brow, spits some blood on the ground and looks over at the mysterious chest sitting next to him, trying to see just what he needs to do with this contraption.

    TECH:
    Standard action: Endurance check to resist heat +4
    Minor action: investigate the chest (not sure if it is a thievery, perception, arcana but I'm at a -3, +3, +1 respectively, but I am not actively going to touch the chest)

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  13. Lohmi also decides to investigate the chest, doing his best to shrug off any future effects of the heat.

    Standard: Endurance +8 to resist the heat
    Move: toward the chest
    Minor: Inspect chest. Arcana +10/Perception +3

    Did Lohmi need to make a saving throw against something ongoing?

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  14. Joryn and Lohmi shrug off the heat and examine the chest. Lohmi can read the symbols on the complex lock, a dial of sorts. It will still need some thievery to open, but not nearly as much now.

    Tech: This chest is a skill challenge, requiring three successes to open. Lohmi automatically gains 2 successes by 1)being able to read abyssal and 2)having read the runes on the alter in Chamber 2. That leaves but one more success to be achieved. For fun, I'll tell you that the DC to beat is 21 or better. Who's up to the challenge?

    Note: Lohmi and Finding both take 5 points ongoing damage, but also both save at the end of their turns to remove further effects.

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  15. Finding leans in closer for an examination of the chest, and makes a careful attempt to open the chest.

    Standard: thievery +8
    Minor: thievery +8 (will you allow 2 bites of the cherry if one of them is a failure?
    Minor: endurance +2
    saving throw for grub infestation.

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  16. Finding is a bit frustrated by the lock, who thwarts her first two attempts. The heat is getting to her, that's gotta be it.
    Tech: Rolled 19 and 17, not good enough. You can keep trying if you wish, as you have not rolled low enough to end the challenge. You also did not roll well enough on the endurance check, and lose a healing surge. You have 5 remaining.

    Anybody else care to do anything this round?

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  17. OOC:Was the saving throw successful?
    Also, next attempt, if someone is able/willing to assist that would be helpful!

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  18. Joryn sneers in the heat and sputters out "I can try and help you get that thing open, but I'm really not that good with locks. I'd rather SMASH it open."

    Tech:
    Unless someone else wants to assist (have a -3 to thievery), I will make an attempt to help Finding in the next round.

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  19. Finding - I forgot to mention. You cannot shake off your disease (rot grub infection) with a simple saving throw. You have to rest and attempt an endurance check, or go back to town and see the healer.

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  20. OOC: No worries, I must have misread something somewhere - "Note: Lohmi and Finding both take 5 points ongoing damage, but also both save at the end of their turns to remove further effects." Is it safe to assume that the disease isn't going to get worse at least? No imminent grub zombification?

    IC: "What!?" explains Finding in response to Joryn. "Really, you think brute force is the way to go about this? Look at the lock, look at where we are, think about what's happened to everyone so far, and you think hammering the chest open is going to be the best thing to do?" She turns imploringly to the rest of the group. "Please, I know I can do this properly, I'll just need some help."

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  21. OOC: So you may be wondering how exactly you could help Finding. Here's how: The "Aid Another" option (page 287, PHB).

    How it applies here: You get adjacent to Finding and roll a Thievery check. You must get an 11 or better. If you succeed, Finding gains a +2 to her next Thievery roll. If you fail, she takes a -1 penalty to that roll.

    Up to four of you can supply these bonuses, for an effective bump range of -4 to +8.

    Interesting side note - only Finding is trained in Thievery!

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  22. OOC: Lohmi has +1 to Thievery. Anyone with a higher Dex is welcome to jump in!

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  23. OOC: As long as we're talking about uses of Aid Another, take a look at those rules. You can also use that option to aid another's defense or help with attack. If you don't have the rulebook, buy the Essentials Compendium!

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  24. Tharl leans over and examines the lock mechanism. "Perhaps if I handed you tools as you needed them, it would clear a little more space for you to work."

    Tech: standard= resist heat, minor = assist Finding with thievery.

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  25. Tharl is indeed helpful to Finding!
    Tech: Success, Finding has +2 to her next Thievery Check. Tharl resists the heat this round as well.

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  26. Vondal says ... "Let me see what I can do with that lock lass." And he proceeds to nimbly use his skill.

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  27. Vondal pops the lock as easily. One, two, three, you'd think the ranger was trained in it, but he's not!
    Tech: Natural 20! Unfortunately, 1 healing surge lost due to heat; 5 remaining.

    Opening the treasure chest oh so carefully... you find a rolled up vellum scroll, a small sack containing 2 platinum pieces, and an iron dagger. There is also an beautiful ornate wooden box depicting scenes of heaven on its exterior.

    Last but not least, you find a very interesting brass-plated quasit skull...

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  28. "Oh....well that works." Joryn steps away from the box. "Mages, want to figure out what these materials are, perhaps outside of this room? This heat is stifling!"

    Tech:
    Endurance: +4 against the heat,
    waiting for confirmation from group to start moving back into old room and out of heat

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  29. "Yes, I think the quicker we get away from the heat, and a chance to heal, the better," Finding nodded as she scraped distractedly at the grub infestation. "Before we collect it all, let's just check that it's safe. I wouldn't want any of us flayed alive again."

    She scans the box for further traps or dangerous magics.


    Tech:
    Arcana +9
    Thievery +8
    Endurance +2

    OOC: I've lost track of what turn we're up to so if someone else who can wants to jump ahead of me to do the same checks, feel free.

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  30. Lohmi steps forward to assist Finding.

    OOC: Is helping out a standard action? If so, +1 to Thievery. Otherwise it's a +8 to Endurance to resist the heat.

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  31. Finding and Lohmi do detect magic, somewhere within the smaller box. No traps or wards on the box itself, though.

    Note: I'm going to auto-succeed you all on the Endurance checks. This being a play-by-blog, it's a little harder to keep track of those things. No more worries about the heat for the remainder of the encounter, unless you rub your face on the hot grate or something similar!

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  32. Lohmi glances at the others and reaches to pick up the small box. "Perhaps you should all stand back in case this is some kind of trap."

    Lohmi then opens up the box.

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  33. Inside the box is a stunningly beautiful green gemstone. Within the stone is a light that shifts and moves, and at one point you think you see a face within the stone. The face is angelic.

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  34. Vondal says ... "The box is interesting but I am gonna check out the western door, me thinks that indentation is MORE puzzling!"

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  35. Vondal checks out the western doors. It is a heavy brass door is embossed with the image of a three-headed balor wrestling a goristro. There are no handles, but there is a fist-sized indentation in the center of the door.

    Vondal gets the sense something should be inserted into the door, but what?

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  36. Lohmi is quite taken by the beauty of the gemstone. He pulls the box closer to his face, examining the gemstone closely.

    OOC: Arcana +10 and Perception +3

    Not touching the gemstone...yet. We knew there was a magical aura in it, not taking any chances.

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  37. He whistles loudly and posts a question ... "Does anyone have a key or gemstone that may act as a key?

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  38. Lohmi senses a spiritual being inside the gem.

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  39. OOC: You guys have what you need to finish this room. Get it done!

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  40. Lohmi peers at the gem closely. "Hello?" he says experimentally to it. Retrying in any other languages he knows if he doesn't get a response.

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  41. Joryn walks over to the door and looks for a keyhole or other locking mechanism. If there is no obvious lock, he's going to try and open the door.

    tech: *fingers crossed*

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  42. Moving slowly to help shed the incredible heat, Tharl scans the items from the chest. He checks to see if the box that held the gem fits in the depression in the door. He also checks the faces of the gem to see in any match with the depression. Finally, he picks up the quasit skull and compares it to the depression. Noting anything interesting, he opens the scroll to see if he can determine if it's magic or if it's a possible clue.

    Tech: Arcana +2 on the scroll and skull.

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  43. Finding joins Tharl at the trunk, picking up the bag of coins and the small iron dagger for closer examination.

    Tech: Arcana +9
    Dungeoneering +8

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  44. [Lohmi]
    As Lohmi peers at the gem closely, he can see the being inside has hands, and they are pressed up against the "glass" of the gem, pushing against it in futility.

    [Joryn]
    Joryn tries to simply open the doors, but finds his hands burned! The brass doors are incredibly hot. The door does not open.
    Tech: Warning! 5 fire damage. 3 hp remaining!

    [Tharl]
    Tharl does some comparisons of the door depression and the various items they've found. The gem is far too small, but the brass-plated quasit skull is just right. (OOC: Queue the three demon bears, hungry for blood porridge!)

    As for the scroll, Tharl sees that it is a contract. The contract is signed by a "Lord Varlis" and details 1 year of service for "The Intendant". Based on the dates in the contract, 9 months remain. The contract also spells out the payment of the year of service; "two pieces of platinum, a cold-forged dagger of great quality, and the soul of an Astral creature."

    [Finding]
    Finding examines the dagger and sees that it is special; it has been created with a process called "cold-forging" which can give it special properties against Outsiders.

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  45. Lohmi continues to look at the gem. "There's something trapped inside the gem. Should we get it out?" Lohmi says to the rest of the group.

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  46. Joryn recoils from the heat and pauses to gather himself. "I'm not doing so well, gang. Watch the door! If we're going to try and unlock this door, we are going to need to be careful with that heat."

    Tech:
    Joryn's immediate next action is to use his second wind.

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