Stepping into the glowing portal, there is a moment of weightlessness, followed by the nauseating sensation of spinning and twisting until, quite suddenly, you hear a loud POP! and find yourself standing next to the portal, but in an entirely different room. This new chamber reeks of hot grease, dried blood, and sweat.
Ambrose and Joryn are standing together, as well as three other seemingly disoriented male adventurers: a dwarf, half-elf and a human. What the hell?!? What hijacked their teleport? This isn't the corner bazaar!
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| A treacherous stairs leading to a trio of cultists, who clearly wish to end your lives. Click for larger version. |
Behind you in the lower area, mounted above the northern door is a fragment of a massive crystal ball. It's roughly the shape of a shield. There seems to be a blurry image within, but the details are very difficult to make out.
Dark robed figures move around in the area above, pointing weapons at those of you in the lower area and whispering to each other in a foul, horrid tongue.
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| Tharl is trapped on the far side of that steel door. Click for larger version. |
At the back of the cell is a fountain of water. You see set about the lip of the fountain three cup-like indentations, each a different color (sanguine red, dirty yellow, sea blue). Mounted above the fountain like a trophy is a three-headed hydra statue... and it's beginning to move!
COMBAT!
The cultists were expecting you...
(Surprise Round)
One of the cultists (A) kicks over a large cauldron of boiling liquid, which floods down the stairs towards you. The liquid looks oily/greasy, and smells the same. The stairs is now coated in its greasy shine.The other two cultists (C) level crossbows at you and fire! One is deflected off of Smudge's leather armor, but the other sinks into Ambrose's shoulder. The pain forces the wizard to drop momentarily.
Tech: Miss on Smudge, but a hit on Ambrose for 17 damage. Ambrose down to 11 hp, is bloodied and falls prone.
In the cell, the hydralith animates all three heads, and begin to bear down on our intrepid shaman...
Tech: The hydralith cannot attack during the surprise round. But soon, my friend, soon!
OOC: Out of the frying pan (week 5) and into the fire (week 6)! Tharl, you get the impression that the hydralith is going to be able to attack you regardless of where you stand in the cell.
New dungeoneers, please introduce yourself in your post.
Clearly, there's a lot going on in this chamber. Feel free to hit me up with questions to grind-at-saveversusdeath.com, by @MilwaukeeJoe on Twitter, or by questions either here or in the OOC tab.
Good Luck!
MilwaukeeJoe
Round 1 Initiative
16 Tharl
12 Travok
11 Mika
09 Ambrose
07 Joryn
06 Smudge
05 Hydralith
04 Cultists


Note: Joryn still has all the cool magic items he scooped up from Chamber 5. There wasn't opportunity to pass them out to the other dungeoneers, yet!
ReplyDeleteAmbrose throws up his hands in an attempt to protect himself against the incoming crossbow bolt. Instinctively calling forth a shield of arcane energy, he hopes his magical training prevails.
ReplyDeleteQuickly gathering his thoughts and stature regarding the current danger and newcomers, the mage yells out, "Hope you new bloods can fight! Keep the introductions short and let's make quick work of these fools! Tharl, my comrade is being attacked in the cage above! I'm a mage and have magics to use. I'll try to push them back!"
Even before he finishes his shouting, the elf begins the movements of spell casting. With rythmic motions, soothing to the eyes, Ambrose weaves a strand of scintillating colors and gleaming lights with his quarterstaff toward his enemies. "Move back," he quietly murmurs repeatedly to their foes, trying to get into their heads and move them back.
Tech:
Immediate action for Immediate Interrupt
Shield (Encounter power)
Personal: shield of arcane energy
Keyword: Arcane
Trigger: You are hit by an attack
Effect: You gain a +4 power bonus to AC
and Reflex until the end of your next turn.
Free action to yell
Move action to stand if needed, or move closer
Standard action to cast Beguiling Strands
Spell, At-Will (standard action)
Quarterstaff implement: +7 vs Will, 5 damage
Close blast 5
Target: Each enemy in the blast
Clouds your enemies' minds and forces them to move away
Keywords: Arcane, Charm, Enchantment, Implement, Psychic
Attack: Intelligence vs. Will
Hit: Int modifier (+5) psychic damage,
and you push the target up to 3 squares
-- at his current location, he can affect both C-cultists
-- if he can move to D4, he can affect all of them
-- if possible move C at (C7) to (D10)
-- if possible move C at (F7) to (F10)
-- if possible move A at (E9) to (E11)
OOC:
Ambrose still has the wand of fiery bolt from picking it up to examine it. Thank goodness Joryn collected the other items.
Ambrose magic clouds the mind of the cultist on the left, and he stumbles backward in great confusion!
ReplyDeleteTech: Your shield bumps up your AC and Reflex, but the attack still hit on account that he rolled really well. Since you had to move to stand up, you stayed where you are. Your attack targeted both "C" cultists, hitting one (at F7) for 5 damage and pushing him to F10.
Notes:
* If you had attacked from prone, you would have missed both of them, so standing was a good idea.
* Map updated. I changed the "C" to numbers for easier reference.
* Yes, Ambrose has the wand. I'm still working on the Treasures section to get it up to date.
Mika sees that the man was in grave danger. Not one to let a potential meat shield go down, Mika immediately says a word of healing, directing the energy at the man. Then he turns and glares at the cultist on the left. With a gesture, he sends a blast of divine flame at him.
ReplyDeleteThen Mika takes a tactical step backward. No sense in being in the front line...
Tech:
Healing Word (1 more use this encounter)
Ambrose may spend a healing surge, and gain the healing surge value + 1d6 hit points. He also gains a +2 bonus to his defenses (I'm not sure when it ends).
Sacred Flame against cultist on the left
Wisdom vs Will = +5 vs Will, 1d6+4 radiant damage.
On a hit, Ambrose will gain 3 temporary hitpoints.
Mika will move to D2.
Ambrose feels the power of Mika's faith, healing him. However, the cultists god seems to be strong than Mika's, perhaps, and he shrugs off Mika's attack.
ReplyDeleteTech: Ambrose is now at 19 hp and 7 healing surges. Ambrose is at +2 to all defenses against the next attack made against him or before the end of Mika's next turn.
Without losing eye contact with his foes before him, Ambrose acknowledges the healing from one of the new members, "Thanks, may I have the opportunity to return the favor some time."
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ReplyDeleteJoryn roars and shouts, "NOT AGAIN! You cultists have robbed me of my....friends, but you will not survive my wrath!"
ReplyDeleteHe turns to those around him, sees the dwarf and huffs, "You look suitable, do you want the left or the right?!?!" You can see the bloodlust in Joryn's red eyes which stands out against his pale as death skin. He pauses for Travok to take the lead.
OOC: Was gonna act, but really should wait to see what Travok does first since he's first in initiative. Don't want to scoop him on paladin goodness.
Tharl quickly takes note of his new surroundings...not ideal, but he's alive. Summoning his spirit companions, he prepares to defend himself by calling on his most powerful otherworldly allies for protection. He then lashes out in a defensive action against the Hyrdalith.
ReplyDeleteTech: Minor= summon spirit companion to D14
move to minor = Protective Roots. Resist 3 to all damage until end of encounter.
Standard= Protecting strike. +6 vs. will. 1d8 +5 damage. Gain 3 temporary hit points.
OOC: make that summon companion to D15...adjacent to Hydralith and me.
ReplyDelete"Huh," grunts Smudge as he adjusts to his surroundings, and then shrugs. He watches as an arrow is loosed towards him. Caught by surprise he is unable to duck in time, and growls at his attacker as the the arrow bounces off his armor. Still growling to himself, he focuses his attention on what discussion he can hear from those on the level above, and what he can see of them. From the attack, he assumed they were expected - but he wants to know what for.
ReplyDeleteTECH:
Minor action, Insight +11 to ascertain what the hell these guys are up to.
OCC: As with Joryn, I'll defer until those higher in the initiative order have acted for the remainder of my turn.
Roots grow all around Tharl like armor, protecting - not hindering. His attack on the animating three-headed Hydralith fails to chip the stone of the threatening creature.
ReplyDeleteTech: Damage Resist 3 to Tharl. His attack missed.
OOC: For those waiting for others above them in initiative order to post, I will not post villain actions until tomorrow.
ReplyDeleteHowever, if you have not posted by then and I happen to post before you, you lose your actions for this round.
Smudge gives the guards a good look, and realizes he recognizes them! They are town guards from the nearby town.
ReplyDeleteAs for what they are up to, he can't tell much more than, "trying to kill them."
"Well I'm moving forward! Follow me! Nothing will get past me!!!!!" Joryn roars forward and attempts to clear the stairs with a running leap. Slogging forward up the greased stairs, Joryn lands next to the two closest cultists and swings his sword in a mighty arc down at one of them.
ReplyDeleteTech:
Minor Action: Defender Aura
Move Action: Jump (Athletics +6) with running start to land at top of steps (hard I know) if jump unsuccessful then I guess continuing movement up to E8. If stairs are difficult terrain, then turn into charge against A. If move to E8 is successful, then...
Standard Action: Valiant Strike (+11 vs AC).
Free Action: Use Holy Smite against Cultist A as target of my attack.
"Huh."
ReplyDeleteSmudge grunts as he realises from where he recognises the attackers. Silently he raises he crossbow and looses a bolt at one of the guards. The raven feather tied to the end of the bolt flutters as it races towards its target.
Having done what he can, he crosses the lower space towards the doors.
Tech:
Shoot at Guard #1
Dex (+7) v AC, 1d6 + 5 damage if successful
Move to G5
[ooc]
ReplyDeleteHello all. Tried posting in the OOC tab but it won't let me and I don't use twitter. Oh well.
[Travok]
You see a raven-haired and bearded dwarf wearing plate mail and carries a shield and a warhammer along with the amulet and holy symbol of Moradin on him. He also carries gear. "What?! Where?! HUH??" He sees the threats before him. "Cultists. Blast them. They bought me here by inferal magic? Such foul deeds must be undone!! You!! Come here and fight like real men!! May Moradin bless us all and curse you thee."
[ooc]
Move action: shift down 1 space
Minor action: Divine challenge the cultist at the top of the stairs
Minor action: Divine mettle if possible
Standard action: none
free action: talking