Travok issues his challenge against the cultist at the top of the stairs.
Tech: Cultist A is marked by Travok. Nothing to use Divine Mettle on.
[Joryn]
Joryn finds out just how slippery the stairs are! His leap is a bit short, landing about 2/3rds into the stairs. He tries to correct his balance, then overcorrects and ends up falling backwards. He manages to catch himself before sliding down further.Tech: After a poor athletics roll, the stairs "attacked" you with a natural 20. You take 6 points of damage and are prone on the stairs. Alas, you are not adjacent to any foes to use Valiant Strike.
[Smudge]
Smudge looses a crossbow bolt, old-school style!
Tech: Natural 3, a miss.
[Aramagan]
The cultist at the top of the stairs (marked A) is dressed differently than the other two. He is wearing plate armor and carries a heavy flail. You recognize him as a textile merchant from town, a man named Aramagan. Aramagan reaches into his cloak and produces a glass globe that contains a swirling green gas inside. He throws the globe over Joryn and into the center of the lower area! The glass globe smashes into a billion pieces. In an instant, the entire lower area is filled with nauseating green gas.
Aramagon prays in Abyssal, calling forth a binding curse upon Smudge. Smudge's eyes fill with rage, and he attacks Travok with his short sword! Lukily, Travok dodges the blade.
Tech: Creatures entering or starting their turn in the lower area take 5 poison damage. The stairs is not considered in the lower area. Travok was forced to attack his buddy (another natural 3!), but is not currently dominated.
[Two Cultists]
One cultist (#1) takes one of his crossbow bolts and lowers it into a small bowl of hot coals. The heat ignites the bolt, which he then drops into the grease. The stairs bursts into FLAME! The second cultist (#2) returns to the frontline and attacks Joryn, firing a crossbow bolt point blank. Joryn's armor stops the bolt before it penetrates his flesh.
Tech: Anyone entering or starting their turn on the stairs take 5 points of fire damage.
[Hydralith]
The Hydralith attacks Tharl with all three heads, biting and tearing, and completely ignoring the spirit companion as if it weren't even there. Tharl is a bloody mess when it's all done, but still standing.
Tech: Three hits, for 20 points of damage! Tharl is bloodied.
Round 2 Initiative
16 Tharl
12 Travok
11 Mika
09 Ambrose
07 Joryn
06 Smudge
05 Hydralith
04 Cultists
OOC: With exception of Tharl, everyone takes 5 points of damage from either being in the poison gas area or being in the fiery stairs. Be sure to check that Vitals tab for current hp.
Note: Aramagan took 4 points of damage for ignoring Travok's mark when he attacked Smudge.
ReplyDeleteNote: In the original post, I had Tharl taking 29 damage. This has been corrected above to account for Damage Resist 3. He only took 20 damage.
ReplyDeleteMika frowned. Things were going horribly. The big oaf had gone and gotten himself knocked over. There was only one way to solve things. Shaking his head, Mika walked forward toward the stairs, choking on the gas. With a brief gesture, he sends some healing into the poor sod that was hit with a crossbow bolt previously. Once at the foot of the stairs, he calls on his god for aid, before uttering a powerful curse.
ReplyDeleteOOC:
Move to E6. Acrobatics +2 to walk onto the stairs.
Healing word on Ambrose (no more uses)
He spends a healing surge and gains surge value +1d6 hitpoints +2 defenses until he is attacked or my next turn
Looks like I add my wisdom modifier to any healing powers (due to Healer's Lore). That's an additional 4 points healed.
Divine Fortune (free)
I gain +1 to my next attack roll or saving through before the end of my next turn
Curse of Misfortune (standard)
Close burst 3 (should hit 1, 2, and A).
Wis vs Will +6 vs will (+4 wis mod, +1 level, +1 divine fortune)
Hit: When a foe makes an attack roll, it rolls twice and uses the lower results (save ends)
Aftereffect: The target takes 10 psychic damage.
Miss: The target takes 10 psychic damage.
Shaking his head as the fog clears from his mind, Smudge grunts at Travok. "Sorry." He turns and grips the wall in front of him. "If you all need me for something, holler. Until then..." he shrugs and clambers up the rock face to meet the guard. Quickly and quietly he draws his sword and thrusts.
ReplyDeleteTECH: As per previous post, I should be at G5, not G4.
Move - Acrobat's Trick to climb wall and finish at G6. During this move, you have a climb speed equal to your speed -2. (I'm assuming the wall isn't more than 4 high). You also gain a +2 power bonus to your next damage roll with a basic attack during this turn.
Minor - Stealth (+9) to see if there's any chance he can sneak up on #2 while he's focused on Joryn
Free - Draw sword with my Fast Hands.
Attack - +8 vs AC, 1d6+5 + 2 (from trick) damage. Additional 2d6 Sneak Attack damage if the stealth check granted combat advantage.
OOC: before the gas attack, Tech: 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.
ReplyDeleteSo -5 gas damge this round would be 14hp for the mage currently?
Then Mika could choose to save his second healing word and do a different action if he wants?
OOC: Ambrose, yes you are correct. You should be at 14 hp. Sometimes iplay4e doesn't record healing properly.
ReplyDeleteBTW, I will delete the OOC comments before I post the next IC response. For some reason, my OOC page won't allow me to comment on it. Crossing my fingers that that doesn't happen to my main page. I'd be sunk!
[ooc]
ReplyDeleteTravok is a dwarf so he has resist against poison. Will that change anything?
[Travok]
(Divine Challenge: Cultist A)
Travok eyes Smudge and then the main cultist, "I forgive you since I heard evil words. I am going to smite that fool! By Moradin!!" He makes his move towards the main cultist (A), braving the fire on the stairs.
[ooc]
MOve action: One space down-diagonal and five spaces down
Free action: talking
Minor action: none
Standard action: TBD
Please let me know if he makes it up the stairs and I will give you my standard action or anything else.
Joryn stands with a curse. "Okay. This is unacceptable. You will all DIE!"
ReplyDeleteHe then charges up the stairs again attempting to tear into the cultist leader.
Tech:
Move: Stand up from prone.
Standard: Charge cultist A/Aramagan. Melee Basic Attack.
Free action: Holy Smite on Aramagan, 5 radiant damage and if my melee basic attack hits, he is dazed until the end of my next turn.
[ooc]
ReplyDeleteOops. Forgot to put Divine Challenge in my minor action for the A.
Wishing he could assist Tharl, Ambrose knows he and the others need to get closer and fast. "We're coming Tharl!"
ReplyDeleteAmbrose quickly conjures up his most powerful illusion to target his foes, centering it just in front of Aramagan (at D8) that should at least catch Aramagan and cultist #1. Then he makes an arcane assessment of what he can see, such as how long the noxious cloud or fire will last, other auras in the area, etc.
Tech 1:
Wizard Attack 1: Phantom Chasm
Daily Power - Standard Action
Area: burst 1 within 10 squares
Target: each enemy in the burst
Atk(Quarterstaff implement): +7 vs Will
Hit: 2d6 +5 psychic damage and the target falls prone, target is immobilized until the end of its next turn.
Miss: Half damage, and the target falls prone.
Effect: The burst creates a zone that lasts until the end of the encounter. Any enemy that enters the zone falls prone.
"Your enemies shriek in terror as, at least in their mind's eye, a bottomless pit opens beneath their feet."
Keywords: Arcane, Illusion, Implement, Psychic, Zone
Tech 2:
Arcane check +11
Tharl, staggered by the blows rained on him, realizes he needs to try to hold out until his companions can come to his aid. Summoning his trusted healing spirits he moves closer to the bars, his spirit companion following at his side. Once in position he raises his spear, preparing to fend of further attacks to the best of his ability.
ReplyDeleteTech: Move to E12, companion to D13. Minor with healing spirits to spend a healing surge for 9 points of healing. Standard action is to shift to total defense.