| As the ceiling trap crushes down, a horror is revealed within... |
The pit seems to be a place of protection for the Stone Guardian, as Nevdor's dagger also fails to find the mark. Nevdor retreats just as the Stone Guardian climbs its way out of the pit! You feel the vibration of the impact as the golem's hands make handholds in the pit walls as it climbs, digging in as if it were clay.
The beak-headed stone monstrosity emerges, and pursues Nevdor with what you'd describe as passion. But you know better. Constructs don't have such emotions, right? Trapping Nevdor in the alcove, it swings both of its fiery skeleton flails at the eldadrin rogue. Nevdor manages to dodge one, but takes the second straight to the chest.
Tech: Nevdor takes 9 fire damage and is at 15 of 26 hp (not yet bloodied). Technically, he dodged two attacks, there was a third "scorching ray" I didn't mention above because it missed and let's not dwell on my cold dice, ok?
At least Nevdor's not standing underneath the flame jets... However, Bhareg, Dervan, Tak-tha and Thundic ARE! The flames that shoot down from the ceiling are burning wraiths! You feel an unholy heat sear your skin for a moment before the jets receed.
Tech: No attack roll needed; Bhareg, Dervan, Tak-tha, and Thundic each take 5 fire/necrotic damage (Current HP levels: 22, 16, 20, 13, respectively).
After the jets fire, the crushing ceiling traps become armed. Each one looks like it could go off at any time. It's Hanar's unlucky day to hide out in the central northern alcove, as the ceiling crushes him with incredible speed and force! Hanar's body goes lifeless and you wonder if he could possibly survive.
Tech: 36 points of damage to Hanar, bringing him down from full to -8 hp. He's unconscious, and restrained. The ceiling trap is not rising back up to the ceiling (at least, not yet).
But wait, it gets worse. Kotaresh isn't going to stop the tricks and traps there, for in the revealed area of the crushing ceiling block that just crushed Hanar is a niche. Set into this niche, facing outward, is a ceramic skull impaled on a wooden spike. It's bathed in an aura of violet flame that focuses into an arc of enervating magic! The arc hits nearby Thundic on the shoulder, and deep within he feels his control over fate diminishing just a little.
And somewhere above, watching from afar, a GOD smiles in amusement as the petty humanoids fall for his tricks. So easy...
OOC: In a normal table-top game, you can fire off your immediate interrupts and reactions... and you can also still do it here as well. Let me know asap if you have something like that, and I will take it into account, even ret-conning the situation if necessary. You can also do this with forethought, stating something like, "If I get attacked and it's a hit, I'll fire off my shield spell."
Good Luck!
MilwaukeeJoe
OOC: So only Hanar's alcove had the crushing ceiling activate? None of the others did?
ReplyDeleteOOC: Yes, only one of the alcoves activated its crushing trap this round.
ReplyDeleteOOC: Dear gods, fly you fools!
ReplyDelete[Dervan]
ReplyDeleteDervan groans as everything in the room starts to go crazy. "We need to grab that skull and get out of here!" His breath comes out frosty, and he utters a single word, sending a blast of frost at the creature. With that, he starts moving toward the skull.
OOC: Casting Icy Terrain at Q7 (burst 1). Moving to M5.
Ice Terrain Intelligence (+6) vs. Reflex.
On hit deals 1d6+5 cold damage and target is knocked prone.
The area of the power is also considered difficult terrain until the end of my next turn.
[Dervan]
ReplyDeleteTaking position in the middle of the chamber, Dervan forces the golem to take a knee... slipping on the treacherous ice created from thin air!
Tech: 8 damage, and the golem is prone. Map update during my lunch break in about 40 minutes from now.
OOC: I should have stated in the post that I'll give you today and Thursday to get your actions in.
ReplyDelete[Bhareg]
ReplyDeleteAs Hanar's flesh gets compressed by the trap, a suffusion of necrotic energy pours out from him and flows to Bhareg. The revenant's eyes flicker brighter for a moment, before he motions and funnels the energy right back into Hanar's inert body!
As he turns back to the major threat, brushing some ash from his robes, Bhareg notices the new ice slick. No matter! Might even help with Tak-tha's shouted advice, "See if you can trap the golem on the stairs!" Looking briefly drunk, he staggers towards the golem and proceeds to feint and dodge while peppering it with more strikes, trying to lead it towards the steps.
[Tech]
Free: (in reaction to Hanar's dropping below 0) Dark Reaping (extra 1d8+2 necrotic damage next attack)
Minor: Healing Word on Hanar (surge +1d6, and +2 attack UENT)
Move: Shift to O-6 (if I have any reason to believe the golem will get an OA on this shift, this will be the Drunken Monkey movement technique, which gives +3 to my defenses on OAs)
Standard: Drunken Monkey against the Golem
Attack: +6 vs Will (+4, +2 CA from prone)
No action: (not a "reaction", so preferably this goes off before the hit effect) Flurry of Blows - 5 damage, slide 1 square adjacent to me (north)
Hit: 1d8+4 damage + 1d8+2 necrotic damage, and slide 1 square (northeast) (he can also take an MBA with +3 to hit, but can he hit himself?)
[Hanar]
ReplyDeleteHanar feels the infusion of energy from Bhareg (a revenant!) and awakens to find himself trapped underneath a block of stone that must weight a ton. Alas, he cannot free himself (this round). It's a wonder he's not dead!
Tech: Hanar pulls up to 13 hp and has 9 healing surges remaining. Hanar is restrained, but no longer unconscious. Bhareg has used one of his two Healing Words for this encounter.
[Bhareg]
Bhareg expertly slides into position next to the Golem, whose attention is still on Nevdor in the alcove. He strikes a key weak spot in the stone, and the Golem cracks into many pieces!
The golem melts into a pile of mud with a groan. Strangely enough, the skeletons continue to burn; their fire does not show signs of diminishing.
OOC: Congrats on slaying the Stone Guardian, who only had 10 hp before Bhareg's attack (and Bhareg did about twice that in damage!) We will be staying on combat mode, as the traps are still active and will "fire up" on their turn in initiative. Conservation of actions will help you prevail!
OOC: Just to be clear, the skeletons are NOT animated. They're just skeletons on the floor... on fire.
ReplyDelete[Bhareg]
ReplyDeleteAfter that final onslaught, Bhareg glances up. Those fire traps are still making noise! Frantically, he calls "Ok folks, what next? I don't think that thing was controlling the traps!"
OOC: talking's a free action, yes? Evidently, that wasn't a Load Bearing Boss... And I hate to mention it, but as a hybrid, Bhareg only has one Healing Word. Which will almost always be used to revive the dedicated leader.
OOC: Talking is indeed a free action. Ham it up!... One healing word, got it. lol, load bearing boss..
ReplyDelete[Thundic]
ReplyDeleteReeling from the blast of necrotic energy, the dwarf draws on hidden reserves of energy and willpower to keep himself conscious. He shakes the cobwebs from his brain and nods to Dervan, picking up his weighted backpack and hefting the attached rope. He runs full-tilt towards the altar, leaping with all his might just as he reaches the foot of the stair, and attempts to use his satchel to hook and fling the crystaline skull back to his companions.
Tech
Run (7) to Q6
Acrobatics +9
Attack +7
OOC: Hell I figure if I'm going out I'm either going to go out messy or in a blaze of glory...hopefully not fire. Hope someone knows how to catch.
Can I spend an action point as another move action to grant me a few more squares so I can land on the dais, run to the skull and pick it up to chuck it instead of trying to hook it with an improvised weapon?
DeleteOOC: See below.
Delete[Thundic]
ReplyDeleteThundic leaps up the stairs, just to find the image of the skull and treasure fade. ILLUSION!
Instead, greeting him head-on is a massive stone block on wheels, carved in the shape of an elephant. It hits Thundic square, and the brave dungeoneer even manages to hold on to the face for a brief moment... but alas he falls to be pulled like taffy underneath. A carpet of crimson and gibs decorates the landing before the stairway now...
When the elephant hits Dervan's magical ice, it begins to veer erratically, making the dodge for Bhareg, Tak-tha and Dervan that much tougher.
Bhareg and Tak-tha dodge right, Dervan dodges left. Dervan is WRONG. The stone elephant rolls over Dervan's head like a watermellon. At least the death was reletively painless...
The stone elephant keeps right on going, full speed to completely anhiliate the doorframe leading into this chamber. It crashes into the pit beyond, and the ziggurat trembles with the crash.
Outside the Crucible, the waiting dungeoneers see not one star, but two flare up in the night sky. Replacements are needed.
OOC: RIP, Thundic and Dervan. You were not the first to fall to this trap, nor will you be the last!
A picture of what just ran you over!
ReplyDeleteFor those of you who survive, you see the area above the stairs is not entirely bare. The tapestry is real and still hangs above an empty space.
ReplyDelete"HOLY SHIT!" Nevdor screams everything explodes around him. Seeing the golem fall, the crushing trap go off, and watching the elephant splatter two of his companions, he runs out of the alcove and up the stairs. Surely there isn't another elephant in there, right?!?! He is looking for a way out, and throws the tapestry aside. Maybe this leads to another room? Or safety from the flames?
ReplyDeleteOOC: Run to T6, examine the tapestry.
Oh, I just realized the ice sheet is still there. Are we bound my the move/minor/standard right now? If so, I won't run, and my acrobatics is +9 to avoid falling prone (if its not done by saving throw)
ReplyDeleteI disappear to work for one day...it was interesting seeing emails pop up on my phone detailing what was going on and being unable to get online until just now
ReplyDelete[Tak-tha]
Tak-tha's mind is racing at the extreme set of circumstances that have played out almost too quickly too realize. Dodging the elephant was a reaction of pure instinct, and he doubts his luck would let him prevail a second time. Taking stock of the situation, he notices that only one alcove had a ceiling collapse, even though two were occupied. Hearing the fires getting ready to burst again, he takes his chances and dashes into the nearest alcove. With nothing better to do, he tries to open up the trap door.
Tech
Dart to L10 (it's a special movement type that means really really quickly without the run penalties)
+2 Strength with crowbar to open, +3 Thievery to pick the lock.
Or I can just attack the lock. Retcon my movement to charge the lock +10 v AC, 1d8+4, and second attack +9 v AC, 1d6+4
And if the ceiling thinks I'm tasty, +8 to Acrobatics to escape?
DeleteAlso, if I can't attack the lock, my ceiling crushes down AND I can escape the death trap, would it be possible to attack the skull in the ceiling block before it attacks?
Yes, using acrobatics to leap out of the alcove is a possibility!
Delete[Nevdor]
ReplyDeleteNevdor crosses the icy terrain as it melts, and ascends the stairs without incident. At the top, he examines the tapestry. It's faded, but still beautiful, showing seven worshiping figures. Looking behind the tapestry, he sees solid wall. Looking all about, walls... floor... ceiling... but no signs of any kind of secret door. At least the area he's in is safe from the traps. No Wraith Flame Jets here, and pretty good cover from the Death Ray Skulls.
[Tak-tha]
Ariving at the alcove with a trapdoor marked "5", Tak-tha quickly discerns that picking the lock would probably be easier than brute force.
OOC: I haven't actually rolled the attempt, and I'll reveal that to open the door you need either brute force (DC 21 Athletics) or picking the lock (DC 17 Thievery). Normally you can't attack the lock, but tell you what - if you consume an encounter or daily attack power on it, I'll give you auto success on the brute force option. Let me know what you decide!
[HANAR]
ReplyDeleteFluff
"Gahhhhaaa!" Cries HANAR trapped beneath the rubble. "This reminds me of the Legendary Linklesmith Cave In from my youth!".
While attempting to slide out from under the rubble, he notices THUNDIC. HANAR's dwarven hands subtley transorm
the pressure of the crushing rocks into inspirational energy which flows from his hammer to renew HANAR & THUNDIC.
Crunch
Move--Buy down to a Minor
Rune of Mending to THUNDIC
The target can spend a healing surge.
Minor
second wind
Standard
escape from restrained if possible...
OOC: Thanks for the effort, but I think Thundic is a bit beyond the help of a healing surge. Maybe a perfect resurrection ritual could help, but I don't think we have time for that.
DeleteOOC: That's so Hanar, he cracks me up!
DeleteOOC: Drat--I was using Vitals (02/08 13:36) for location information--sorry!
Deletehttp://tinyurl.com/77t99mp
It does look like iPlay4E is currently correct & no one alive is within 5 of me so I will RoM on myself
[Hanar]
ReplyDeleteThe Rune of Mending and a deep breath bring Hanar back, shrugging off the wounds. Just then, the ceiling trap rises back upward, freeing the trapped dungeoneer!
Tech: Rune of Mending brings him to 20 hp and 8 surges. The Second Wind then brings him up further to 27 and 7 surges. Hanar is no longer restrained, but is out of actions. (The ceiling retracted after Hanar's turn was done, technically.)
OOC: I try to keep the Vitals tab up to date, but sometimes I just can't. Too many eyes on my screen at work, or plain out of time.
OOC: I don't have any dailies (quirk of the essentials classes) but I do still have an encounter power, so I'll use Thri-Kreen claws to force it open!
ReplyDelete[Tak-tha]
ReplyDeleteThe door hangs from a single lower hinge when Tak-tha is done with it!
Beyond is a small space, about elbow deep. Laying within is an unlit iron torch.
OOC: I think you still have an unused minor action, if you wish to grab it.
[Tak-tha]
ReplyDeleteSeeing nothing else happen to him, Tak-tha cautiously reaches in for the torch, ready to dodge and roll away if anything happens.
OOC: Nothing ventured, nothing gained