[Vondal]Vondal's last efforts are in vain, and he collapses in a heap of bones. RIP.
[Ambrose]
Ambrose attempts to leap across the illusion-covered pit. Alas, his strength is not that great, and jumping never his forte. He vanishes through the floor and lands with a sickening thud 20 feet below... a most unsettling landing indeed, as a quasit bone he lands on pierces his abdomen in the fall. Ambrose loses consciousness.
OOC: Ouch, natural 20 on the fall for max damage. Down to -7 hp. You manage to roll a 19 on your Death Save. (If you fail three death saves in one encounter, you die.) Note, I did factor in a +2 for Aid Another for Joryn, but Athletics is NOT your best skill... and you rolled low to boot.
[Joryn]
Joryn convinces the demon to do his bidding, but the demon doesn't like it. The demon sneers and looks at the runes, and speaks them aloud in Abyssal! Wait, was he supposed to speak them aloud...?
When the deed is done, symbols appear! Suns, moons and stars appear on both sides of the double doors, burning themselves into the twitching flesh surrounding the doors.
The demon looks back and says to Joryn in a snide way, "What next.... boss?"
OOC: I started up a new blog post just for posting the new picture of the Sun/Moon/Star symbols. We're down to two conscious dungeoneers. Will this chamber be the end of you?
Good Luck,
MilwaukeeJoe

OOC: Talked it over with Tharl's player, and after further review, will give Tharl TWO rounds of actions this round to make up. Really tough week, and I trust his word.
ReplyDeleteSailing through the air, Ambrose was beginning to get a good feeling about making it across. But like his athletic skill, he under-estimated his luck. Falling short he claws at the opposite wall and clumsily tumbles downward awkwardly. A sudden sharp pain in his gut ends his fall abruptly and he finds himself mouthing a silent scream. Facing downward the elf watches his blood bubble down a protruding quasit bone. His last fading vision saw himself like a mounted piece of meat skewered on a pike. "Well this sucks ...," his last thoughts dribbled out before the darkness enveloped him.
ReplyDeleteOOC: I appreciate a post even when you can't "do much". For Ambrose, I'll reward that with a +2 to his next Death Save roll.
ReplyDeleteOOC: even the dead and dying should have fun!
ReplyDelete[Ambrose] "I'm not dead yet. I'm feeling better. ... It's just a flesh wound. ..."
Lohmi's corpse continues to stink up the first chamber.
ReplyDeleteOOC: Do I get anything for that? :D
Go team go!
Joryn turns to Ryth and says, "Go fly down that pit and try and check out the sigil. If it isn't a moon yet, flip it to that." Then he turns and rushes across the final vestibule to the sigil to see what it is and braces for the inevitable attack from the Marilith statue.
ReplyDeleteTech:
Move Action: Order demon to move down into pit (B8) (if Ryth has actions enough to mess with the sigil then to do that as well)
2nd Move Action (instead of standard): Move to square by sigil (G19)
Free Action: Pray.
Tharl charges into action, recovering from the horror of what is happening to his companions. He flips the cube nearest him to the star face, and charges through the small corridor and into the next set of alcoves, attempting to hurtle to pit. His spirit companion follows. Seeing Ambrose's fate, he calls healing spirits to his aid, and moves to the next cube, turning it to the moon face.
ReplyDeleteTech: Minor= turn cube. Move to C7. Spirit companion to C8. Minor use healing spirit on Ambrose (Ambrose can spend a surge, Tharl regains 1d6)
Move to C6, minor to turn cube.
OOC: Sorry for my long absence. Had some serious family issues. Things are OK now.
[Joryn]
ReplyDeleteRyth obeys, and it's a good thing he can fly. The dubes to manipulate are not in the pit, but above it. Ryth moves the second vestibule, western alcove and changes the cube to be a MOON and then crosses over to the eastern alcove.
[Tharl]
Tharl flips the cube in the first vestibule, west alcove to be a STAR. With the Sprit Companion hot on his heels, he dodges the vorpal skull-blades and makes his way to the second vestibule.
Seeing that Joryn's demon has already altered the cube, he leaps across with incredible strength to land on the other side of the second vestibule!
In the pit, Ambrose can feel the healing spirit enter and disintegrate the bone that pierced his abdomen.
Tech: Ambrose at 7 hp, down to 4 surges. Tharl up to 36 hp (doing very well!)
OOC: Pausing here, Ambrose - you have full actions. You are prone, in the pit.
Blinking back to consciousness, Ambrose is filled with happy wonder. Happy to be alive and wonder how he would die next time. He'd praise the god or goddess but didn't know which one to give credit. Bringing his knees up under himself, he stands, listens and surveys his surroundings looking for a way out and who also may be about. The elf also takes a moment to catch his breath which seemed to have evaded him earlier. "Anyone out there that can help me out?"
ReplyDeleteOOC:
Move to stand up and check surroundings
Action to gain second wind (healing surge)
Free to talk
[Ambrose]
ReplyDeleteAmbrose stands up, his strength coming back to him quickly! He finds himself in a pit of quasit bones. Off to the west he sees that the Blackfire jets are also in the pit as well as up above.
Tech: Second wind. Defenses are at +2 until the start of your next turn. HP up to 14, 3 surges remain.
Ambrose has to quickly duck down as the Blackfire Jets begin to burn, even down in the pit! Joryn's demon is hit, but shrugs off the damage.
Tech: 7 points of cold/necrotic damage to Ryth, and Ryth takes ongoing 5 cold/necrotic.
OOC: Finally a lucky break, the slaying screen did not recharge this round. I tried something new, using Invisible Castle for my rolls this round.
Rolls
-----
Slaying Screen Recharge:
http://invisiblecastle.com/roller/view/3191823/
Blackfire:
http://invisiblecastle.com/roller/view/3191828/
OOC: Map updated as of this comment, in the Vitals tab. Take a look, and give me your full round actions. New round, make it count!
ReplyDeleteAmbrose assesses the blackfire device to see if he can suppress it magically.
ReplyDeleteOOC:
Did he see a way to climb out of the pit?
Move action for arcane check to dispell or suppress the magic of the blackfire mechanism.
[Ambrose]
ReplyDeleteClimbing the walls of the pit requires a DC 14 Athletics check.
Also, the blackfire jets cannot be quelled magically.
You've used only a Minor action so far to gain this info.
Joryn moves quickly and boldly into the room with the Marilith statues and walks up to the cube on the wall, he looks to see what it displays, flips it to the sun if it doesn't show that yet and hollers back to Ryth, "RYTH, HELP THE WIZARD UP! We're gonna need him." He then looks back across the room to see what the other cube is showing.
ReplyDeleteTech:
Move: walk to B18
Minor: move cube
Standard: command Ryth.
[Joryn]
ReplyDeleteJoryn wastes no time between Dread Marilith Statues' attacks and makes his way to the western alcove, third vestibule. He flips the cube to show a SUN. Now, all but one cube shows some kind of symbol on it. The one to the east still shows blank.
Ryth rolls his eyes at Joryn's command, and obeys, flying towards Ambrose and grabbing the wizard en route. They fly upward and out of the pit.
"Thank you for the rescue. Please take me to the blank cube." Ambrose readies a dispell magic on the Marilith nearest the blank cube if it attacks. Meanwhile he turns the blank cube to show a star, unless someone else directs otherwise.
ReplyDeleteOOC:
Second move action (instead of standard action) to turn cube. Will expend action point for extra standard action if needed to attempt a dispell magic on statue if it attacks.
Joryn steadies himself and pauses briefly. He curses under his breath as he looks back toward the wizard and grits his teeth hard. "Watch out for him, Ryth." He croaks out in a gravelly voice and as he says the last words his body crackles into hard stone.
ReplyDeleteTech:
Action Point: Activate Gallery Plate Mail and become petrified and gaining resist 20 to all damage until the end of my next turn.
Ambrose moves the final cube into place, to the STAR. With the puzzle completed, the doors unlock and open towards you automatically!
ReplyDeleteBeyond the doors, you see what looks to be the final vestibule. Three alcoves (left, right, and center). You also spy a strange large fleshy eye embedded in the floor in the center .
However, another soul wall blocks your way and obscures your view of the final vestibule's contents.
OOC: Congrats. Immediately upon unlocking the door, you have reached a turning point. Those of you still alive receive the following:
* Spend a healing surge or shift 3 squares (tell me which you want for your dungeoneer)
* Recharge all uses of an encounter power, and
* Gain an action point. You may use this action point even if you've already used one this encounter.
Note: The traps are not powering down and are still active.
I'll pause here for those who haven't yet acted fully this round. Tharl for sure, anyone else not use their full actions this round?
Seeing the strange large fleshy eye embedded in the floor of the apparently last vestibule, Ambrose repeats his warning to the others about what his eariler vision had shown. Instinctively, his body re-energizes itself out of fear and/or survival instinct. He feels his mind clear and his previously expended shield spell return to his consciousness. He was pleased that at least something went right, because usually he needed to rest a bit to recover that spell.
ReplyDeleteWhile maintaining his readied action to dispell the statue near him if it attacks, he manages to pull from deep within himself an arcane strength he didn't know he had to attempt to dispell the last soul wall. Finally he leans away from the eye creature's line of sight, being next to the last cube to turn.
OOC:
- spend a healing surge
- recharge shield spell
- use new action point to attempt to dispell soul wall
The soul barrier shatters as Ambrose dispels it, the spirits flying free into and through the ceiling.
ReplyDeleteThe view of the final vestibule is clearer now. Indeed, the three-pupiled eye is within, building up the energy to slay you.
OOC:
ReplyDeleteNow that I have direct line of effect/sight to the three-pupiled eye thing, can I change my readied action to go now against it with a spell instead?
Joryn, frozen in stone, feels himself rejuvenate further as if he could move again, but alas, now frozen in stone he can do nothing.
ReplyDeleteOOC: To Ambrose - Yes, you can change your readied action. Let me know what you do!
ReplyDeleteTharl moves forward, sending a spiritual assault against the eye.That done, he sidesteps to try to avoid the fate of his companions.
ReplyDeleteTech: recharge healing spirits. Shift to E11, Wrath of Winter against the eye (+6 vs. fort, 1d10+5 cold damage). Move is shift to f11 to be out of line of slaying screen. Note: hard to see where things are on map, move me closer if I need to be there. Also, move spirit companion next to me.
Deciding to attack the heart of the matter instead of awaiting to be attacked, Ambrose switches his focus onto the retched thing in the last vestibule and begin chanting.
ReplyDeleteObserving Tharl's magical attack in his peripherial vision, the elf smiles at the cold strike against the thing that took several of his comrades.
Now to turn it in the other extreme and light it up. With the final murmurs of arcane power, a fiery pillar spinning like a top, coalesces over the creature in the ground. Not one of many words, the mage watches for results of his deadly handiwork.
OOC:
Cast Fountain of Flame, Daily Power, Standard Action
Tharl's attack is just a bit faster than Ambrose, and his Wrath of Winter freezes the eye into a solid block of ice. The threat is negated!
ReplyDeleteBut yet, the Dread Marilith statues begin their attack dance once again.
OOC: Tharl and Ambrose, I believe you still have move actions left to get into the next chamber, but is that wise? Or is it wiser to get out before the many-handed Dread Marilith Statues get their attacks on you?
And Joryn, you're stoned.
Tharl sees his opportunity to leave this area behind and charges for the last chamber, waving for his companions to follow.
ReplyDeleteTech: I should have enough move left to end just south of the doors.
Ambrose also moves into the last room as far as he can and still have line of effect with the entrance area and his stoned comrade. "If they attack toward us, I will try to catch them both with a spray of fire, and hopefully miss our stoic friend. Otherwise I can try to dispell one of them temporarily."
ReplyDeleteOOC: I assume since Tharl's freezing action worked before the mage's spell that he still has his extra action point available?
OOC: Yes, your declared action above never took place, so you can re-do it. Also, arcana won't work on the statues, as they are not magical in nature.
ReplyDelete"Tharl, on second thought, I would probably only be able to dispell their magic long enough to give us a little time to come up with something else. I'll try to stop one at the entrance to prevent the other from entering too."
ReplyDeleteAmbrose readies a dispell magic on the first statue to try to come through the door in hopes to block the other one from coming through too.
OOC:
Readies action with extra action point.
OOC: Big post coming tomorrow. Sit tight!
ReplyDeleteOh-oh, (trying not to wet his pants ...)
ReplyDeleteOOC: Joryn fails his save against pant wetting. He is now embarrassed until the end of his next turn.
ReplyDelete