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Thursday, May 24, 2012

Revenge of the Iron Lich: Enter the Golem!

Without fear or remorse, it will end your life.
Teryn and Hanrar stealth counter clockwise around the chamber, ever closer to the rune circle. As they travel north, they realize that they get a better view of the area to the north of the steel cube.

Set into the north wall is a large double door is cast from solid mithril which bears the image of a helmeted skull. There is a glittering, fist-sized ruby in its left eye socket, while the right socket is empty. As the duo are taking in the details, they witness a flash of light within the gem. 

See Vitals Tab for current positions.
Suddenly the walls of the steel cube sink into the floor to reveal a huge iron golem! In each of it's four arms it wields a flail, with greenish gas seeping from each of the boulder-sized flail heads. In its metal skull faceplate is an embedded fist-sized ruby. 

If you didn't know better, you'd swear it grinned at you with malice. It intends to END you with utmost speed and precision.

But wait, it gets worse. In each of the three balconies, the plague catapults (3) come to life, ready to rain down their ammunition upon your heads.

OOC: Battle has begun! The only one who has beaten the four-armed golem souldriver (and catapults) is Hanrar. Hanrar, I'll give you until Friday 14:00 CST to post (24 hours), and if I don't hear from you by then, I'll assume you delayed.

Also, Hanrar, you can have Mage Hand active now, or not, your choice. There was no time to analyse the circle though or the corpse within.

Everyone - I believe I have your positions correct, but let me know if anything is amiss. Thanks! -MilwaukeeJoe

50 comments:

  1. [Hanrar]

    As the thunderous golem comes to life, Hanrar leaps into action, a grimace across his ashen face. His hands fly in complex gestures as arcane power seeps like ichor and greasy smoke from his fingertips to travel up the length of his staff, swirling momentarily around the gleaming head of the rune-covered implement and bursting forth, an inky cloud of shadow and translucent grasping hands, some skeletal, others still with bits of dessicated flesh clinging to dried sinew and leathery muscle, all reaching, grasping, clawing from within the cloud of blackness. As the cloud hits the golem, it explodes into a burst, the smoke hanging and writhing around its iron form, the spectral hands scrabbling for purchase, seeking to drag the automaton down back into the void with them.

    He takes a moment to retreat, slipping past the runic circle and keeping his distance from the golem's fumes and twirling maces.

    Reaching deep within himself for additional strength, his poison-stained veins throbbing as he refocuses his arcane powers for another assault, a bolt of lightning arcing up the length of his staff and erupting forth, zig-zagging across the space, sending the shadows into deep contrasts as halfway in its path towards the golem it suddenly changes, opening a serpentine mouth with crackling fangs!

    Tech: Soul Puppets Intelligence [+16] vs. Will 4d8+8 Necrotic damage, and the target is immobilized [save ends]. If the target is undead, it takes no damage, and it is dominated instead of immobilized [save ends]

    Move: C5

    Spend an action point:
    Lightning Serpent Intelligence [+16] vs. Reflex 2d12+8 Lightning damage, on hit slowed and takes 5 poison/round [save ends]

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  2. OOC: So the catapults are mechanical? Would I be able to shut them down with some quick thievery work? How would I go about getting up to the balconies? I have a climber's kit, which comes with hook and rope. Are the walls/platforms climbable?

    ReplyDelete
    Replies
    1. OOC: I think the last post joe said it was a athletics check and std action to bring the balcony down...watch out for splash damage!

      Delete
    2. Well I mean getting up there and disabling the catapult itself, rather than bring the balcony down. I can't meet a 31 athletics check. :(

      Delete
    3. Without a rope, it's a DC31 athletics check to climb. But, if you can get a rope attached up there (with grappling hook? ranged basic attack, possibly), I'll allow just a move action to get up there with no check. You won't know the thievery check DC to disable until you can get a closer look, but the attempt can be done as a minor action if you're adjacent. Let me know if you have questions.

      Delete
    4. Alright, I'll get to work on the SW balcony with my hook/rope once the bad guy goes. If I'm the only one on balcony duty, I can probably hop around with the teleportation squares to get that done.

      Delete
  3. [Hanrar]
    The soul puppets tug and pull at the golem souldriver many limbs. The golem reacts, becoming invisible (predator style), and teleporting to stand near Brathu.
    Tech: Golem takes 15 necrotic damage and is immobilized. Discoveries: Resist 10 Necrotic, Will (25).

    Even invisible, Hanrar sends a lightning bolt to just the right spot!
    Tech: Golem takes 27 lightning damage and is slowed. Discoveries: Reflex (22), Immune to Poison

    [Plague Catapults]
    The three catapults rain down decapitated Bodak heads upon you!
    Tech:
    Targeting Brathu (twice), Vesten, El-Kal
    Brathu hit once for 29 necrotic (minus 13 necrotic resist) for 16 necrotic damage. Brathu is currently at 111 hp.
    Vesten hit for 29 necrotic damage and takes ongoing 10 necrotic damage. Currently at 82 hp.
    El-Kal hit for 23 necrotic (minus 13 necrotic resist) for 10 necrotic damage. Currently at 97 hp.


    [Golem Souldriver]
    The golem spins about, attacking all in reach with its four flails.
    Tech:
    Censer Flail Whirlwind Attack! Targets: Yursil, Vesten, Brathu.
    Yursil hit for 65 damage and 10 poison damage. Is Prone. Currently at hp 28. Bloodied.
    Vesten was missed for 32 damage. Current hp 50.
    Brathu was missed for 32 (minus 10 resist) for 22 damage. Currently at 89 hp.
    Special: The burst created a zone of poison gas (shown in green on map, see vitals) that lasts until the end of the encounter. Bloodied enemies entering or ending their turn in the zone must save versus poison or take poison damage equal to their maximum hit point value.


    Once done, you see a nozzle emerge from its mouth to spray you down with essense of ghoul...
    Action Point:
    Ghoul Vomit Spray. Targets: Yursil, Vesten, Brathu.
    Yursil hit for 32 acid/necrotic damage. Yursil at -4 hp and is unconscious. Yursil contracts Ghoul Stench.
    Vesten hit for 32 acid/necrotic damage. Currently at 18 hp. Bloodied, prone and contracts Ghoul Stench.
    Brathu hit for 32 acid/necrotic (minus 10 resist) for 22 acid/necrotic damage. Currently at 67 hp. Prone and contracts Ghoul Stench.

    Ghoul Stench: Until the end of the game, creatures with ghoul stench and any adjacent living creatures take a -4 penalty to Fortitude.


    The golem souldriver becomes visible, and saves against all conditions (with good rolls).

    [Start of Crusaders Turns]
    Vesten takes ongoing 10 necrotic damage. Vesten currently at 8 hp.

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  4. [Yursil]
    "My my, aren't you a fiesty one?" Yursil says. A brief wave of his wand and the spinning arms seem to pass through the space around Yursil. However, the spray of the essence makes Yursil cringe and wrinkle his nose. "Alright, that's enough!"

    Scowling, he pulls in the leaking energy from his wounded comrades, while cursing the golem. Then he flickers out of place, reappearing a few feet out of reach of the golem.

    "Time for some pain." he rasps, unleashing two blasts of fire at the golem, trying to knock the golem off balance.

    Then, pulling on his mighty new talents, Yursil calls upon the shadows around the golem to reach out and try to strangle the golem. Bits of ice swirl through the shadows.

    Tech:
    Immediate reaction: Warp in the weave: Yursil spends a healing surge but is unaffected by the spinning arms attack.
    Free action: Dark reaping (with thin the herd) because a creature with 10 squares of me became bloodied (bonus damage to next attack)
    Minor action: Place warlock's curse on the iron golem.

    Move action: ethereal stride - Yursil teleports 3 squares to D12

    Standard action: Pain to Pleasure (Arcane, Fire, Healing, Implement) (ranged 10)
    Primary target: +18 vs. reflex - make two attack rolls
    Hit: If one attack roll hits 1d10 + 10 fire damage, if two hit 2d10 + 10 fire damage.

    Bonuses to damage:
    Dark reaping: 1d8 + 6 + 4 necrotic damage
    Curse: +2d8 extra damage (reroll any 1's due to Brutal Curse)

    If at least one attack hits, Yursil regains 2 hit points.
    Miss: Yursil regains 6 hit points
    Secondary target: +18 vs. reflex - make two attack rolls
    Hit: If one attack roll hits 1d10 + 10 fire damage, if two hit 2d10 + 10 fire damage. If at least one attack hits, Yursil regains 2 hit points.

    Action point! (Yursil has 2 left, correct?)
    Standard action: Wraith's Shadow (Arcane, Implement, Necrotic) Ranged 10
    +18 vs. Fortitude
    Hit: 2d8 + 10 necrotic damage -> cold damage (due to elemental affinity) and target is weakened until end of next turn.
    Dooming Action: Yursil applies his warlock's curse affect again!
    Bonus to damage: +2d8 extra damage (reroll any 1's due to Brutal Curse)

    For the first attack that hits, Yursil will activate Force of Balance (free action): attack deals an extra 1d8 damage and falls prone.

    Also, for each attack that hits Yursil can teleport the golem 1 space and himself 3 spaces. Also, the golem takes a -2 penalty to close and melee attacks until the end of Yursil's next turn.

    Ok, and I think that's it for Yursil. Phew.

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  5. [Yursil]
    Yursil's magic decimates the golem souldriver, although it is still up and running.

    Tech:
    Warp in the Weave. Yursil at 8 surges, and retcons 75 damage. Currently at 71 hp.
    Ethereal Stride. Yursil at +2 to Defenses UENT.
    Pain to Pleasure: 55 damage to golem (some fire, no resistance).
    Yursil gains 2 hp, up to 73 hp.
    Force of Balance does another 5 damage to golem. Golem is prone.

    Secondary target: Plague Catapult (SW)
    Hit for 17 fire damage. Yuril goes up to 75 hp.

    Wraith's Shadow vs. Golem, Miss

    You can now teleport the golem 1 space, and yourself 3 spaces. Golem is at -2 to close and melee attacks UENT. Let me know where you choose.

    ReplyDelete
  6. The malice of the golem cannot stomp Brathu down, he is up immediately, and ready for the battle. No doubt it will be difficult, but if Brathu suffers any sin, it is pride in his abilities! The Sword of Croodle, enveloped in golden light, will rain vengeance down upon this foul construct!


    OOC: I would like to activate my harper pin and reduce the damage from one of those attacks by 13 (encounter power, Immed interrupt).

    The rest of my turn:
    Minor action: Acrobats boots to stand up
    Move action: Move to M11
    Standard Action: Charge using Blade of Light, +25 vs AC (22+CA+charge), 3d8+9 radiant damage...and I gain +2 to all defenses against fear and necrotic attacks UEoNT.
    Free action: Activate one of the encounter powers w/i the sword of Croodle to grant myself and all allies w/i 5 sq 10 temp hp! We're going to need it!

    B/c we're all acting at the same time, I can decide to use my AP before the end of the round, right?

    ReplyDelete
    Replies
    1. OOC: I'll get to your actions tomorrow... but I wanted to say that what you say above about using the AP makes perfect sense in this play-by-post. I have no problems with that, as long as you get your AP done before I post for the villains.

      Delete
  7. [Hanrar]

    As the golem is rocked with arcane forces and thrown from its feet, the mage spots an opening, hoping to keep this iron menace down for good.

    He traces the end of his staff in an intricate pattern, each pass making the air behind it ripple as if through the surface of a pond, the rune-etched staff beginning to hum as he chants a rasping spell. His voice grows in volume, disturbing the dust on the floor around him, making it sift away in tiny drifts.

    As his chant reaches a crescendo, he slams the head of his staff onto the ground, the ripple reaching out past the ring of runes and driving straight for the prone golem. With a clash of sound, the metallic echo of a pair of giant iron doors booms through the chamber as thunderous vibrations rattle the iron titan, waivering bars of sound rising from the stone floor to cage the golem in, threatening to shake it to pieces should it try to pass.

    His incantation completed, Hanrar slips the terrifying wand from his belt, aiming down its length and releasing a portion of its energy in a deadly ray, screaming directly at the four-armed machine.

    Tech: Standard: Thunder Cage Intelligence [+16] vs. Fortitude 2d10+8 Thunder damage, on hit: if the target leaves the space it currently occupies before the start of your next turn, it takes an extra 1d10 + Intelligence modifier thunder damage

    Minor: Wand of Disintegration +22 vs. Reflex, on hit: 5d12+12, and ongoing 2d20 damage [save ends], after-effect: 1d20 damage [save ends]

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  8. Retcon... I realized the golem has another aura 2 of poison (which overlaps the zone perfectly at the moment). Those starting or entering take 10 poison damage. Brathu can ignore this (Ring of the Iron Golem), but Vesten takes another 5 poison damage (down to 3 hp), and Yursil takes 10 poison damage (down to 65 hp). Now we're caught up.

    [Brathu]
    Brathu's brilliant blade cuts deep gashes in the souldriver's exterior armor.
    Tech: Golem takes 22 radiant damage (minus 10 resist) = 12 radiant damage. Discovery: Resist 10 Radiant. Brathu gains +2 to all defenses against fear and necrotic attacks UEoNT.
    Sword of Croodle: Everyone but Hanrar (out of range) has 10 thp.


    [Hanrar]
    The golem shakes off the effects of the Thunder Cage with ease. However, the Wand of Disintegration does not fail you! You can see the iron begin to corrode and buckle in patches.
    Tech: Miss on the Thunder Cage. Hit with the Wand of Disintegration, leaving 3 charges remaining. Golem takes 55 points of damage (not yet bloodied) and takes ongoing 27 damage. After-effect damage will be 11 once it saves against the primary.

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  9. [Yursil]
    Yursil smiles as the golem's fiery demise brings new life to his veins. Giving a raspy cough from the poison aura (nasty thing was aggravating his already ravaged throat!), Yursil gestures. The next moment, he and the golem are in slightly different places. Yursil was now in the corner, and the golem was a few feet away from him, just how he wanted it.

    Tech: For the effects of hitting the golem: Yursil teleports to C15 and teleports the golem one square to the east (away from him)

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  10. OOC: Vitals tab updated to denote the new positions of Yuril and the Golem.

    ReplyDelete
  11. [Teryn]

    "Holy crap, you guys aren't kidding around." Teryn gapes at the destruction being visited on the golem by her comrades. Determined not be left out of the action, and hoping to finish off the thing, she leaps into action. Whipping around the column to her back, Teryn takes a few steps to reach top speed. She hurls herself into the air over Brathu and the golem, twisting midflight to bring her daggers flashing down onto the thing as she lands next to the paladin. Her blades blur as she makes another quick attack. Then, damage done, she's gone before the golem, if still operational, can react.

    Tech: Vaulting Charge (standard action): Shift up to 9 squares to J10, +24 (+26 with combat advantage) vs. AC, 3d4+13 damage. I also now have +7 to AC UENT.

    Low Slash (minor action): +24 (+26 with combat advantage) vs. Reflex, 1d4+13 damage. An extra 5 damage for flanking. On hit, target is slowed.

    Tumble (move action): Shift 9 squares back to my starting spot, D11.

    Notes: Apply 3d8 sneak attack damage to the first attack of mine that hits.

    Things blow up if I crit: Teryn crits on rolls of 18-20. If she crits, she gets two extra melee attacks (Melee basic: +21 vs. AC, +23 with combat advantage, 1d4+10 damage; Critical Opportunity: +24 vs. AC, +26 with combat advantage, 1d4+13 damage). And her dagger does 4d12 extra damage on any crit.

    OOC: I figured I'd change plans since you guys rained so much damage down on this thing. Let's try to drop it this round!

    ReplyDelete
  12. [Teryn]
    Princess Teryn is incredible. In the blink of an eye, she is right up to the golem attacking with insane speed. She even punctures one of the tanks on the it's back, and you see a soul escape like steam! Before the golem can react, she's right back to where she was in the beginning.

    Tech:
    Vaulting Charge: Crit! Total of 93 damage (everything hit)! Iron Golem Souldriver is bloodied! Teryn's AC increases by 7 UENT. Discovery: The crit released one of the trapped souls, one less that the golem can utilize to empower its attacks.

    Low Slash: Miss (natural 2).

    Entering the Golem Aura: 10 poison damage, erasing Teryn's thp.

    Nicely done! (and no need for map update since you so kindly went back to your spot)

    ReplyDelete
    Replies
    1. OOC: Note, I miscalculated the damage. Teryn did 96 damage, not 93.

      Delete

  13. [Vesten]

    Vesten marvels at the sheer speed of recent events, as he staggers to compose himself.

    "Well played, guardian! But we will see who wins this day! I shall be a vessel of the Raven Queen's might."

    As he says this, bright light beings to emit from his body, breaking through the miasma of the golem's poison zone. As Vesten rallies, the zone of bright light grows even larger as the Raven Queen blesses his efforts.


    Tech

    Bit of Retcon: Allies within 10sq of me get +2 hp whenever they take a healing surge thanks to my Group Vigor feat. Also, my Deathburst Feyweave Armor gives me auto success on saving throws vs. ongoing necrotic damage, so I'm at 18 hp instead (I think).

    Free: Activate Incandescent Presence from my paragon path. Use the bright setting. Critical hits score within 3sq of me gives allies +3 temp hp, and enemies take +3 radiant dmg.

    Minor: Declare the golem as my Oath of Enmity target (roll 2d20 and take highest).

    AP: Use Energizing Strike augmented with 2 power points. 1d8+7 dmg, and I get a healing surge (+27+2 hp). Spending the hp means the golem gains vulnerable 3 radiant and I emit bright light to 10sq.

    Minor (instead of Move): Use Knack for Success and shift 2 squares to L13.

    Standard: Use Renewing Strike, +15 vs. Reflex. 2d10+5 dmg. Half dmg on miss. Effect: Spend a healing surge (+29 hp). Spending the AP, adjacent enemies gain



    OOC: Sorry it took me so long to respond. Vesten's still prone, but I'm okay with that.

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    Replies

    1. OOC: Just noticed that radiant vulnerability is only for adjacent enemies, but it's a trigger from the AP, which I needed to use.

      Delete
  14. Encouraged by the ferocity of his companions, Brathu hacks at the golem with greater divine fury. To strike he who was sent here by the divine, to deliver the iron lich to his fate, is a crime. And crime MUST be punished!

    OOC: spend AP and use paladins judgement against the golem, +24 (unless charging still counts) vs AC...3d8+10 radiant damage and Vestens gets to spend a healing surge.
    Also, though I think he won't matter, as paragon path allows me to take a saving throw with a +2 bonus immediately.

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    Replies
    1. OOC: Oh, seeing that Trent may slide the golem away from me, if I hit with Paladin's justice, The sword of croodle has another encounter utility power where I can teleport 5 sq after I hit with a power. I assume its right after, so I saved it for the AP...so if I hit, teleport me away from the golem to I5, good sir. Lets make this bad-boy waste his actions standing up while dazed!

      Delete
  15. "he has a golem guardian, how original!". Te moment his blade comes alive, El-Kal gracely speeds forward, The sound of Dazotheriven's concerto #11 focusing his thoughts, empowering his spells. A surge of magic hits the golem, sliding him away from the wounded Brathu and Vesten, and just close enough El-Kal to stab at him before vanishing in a flash of radiant light. The golem doesn't know what hit him!

    OOC: I was going to make a "Kung Pow" reference on this turn, but I am guessing none of you guys besides Deuce has seen it...

    Minor: activate bladesong (+2 to attacks, +5 to Power bonus to damage rolls...UoENT)
    Move to D12,
    Standard action: charm of misplaced wrath against the golem....+22 vs Will (18+2 BS+2 CA)...if I hit, slide golem 3sq to G14. ALSO, THE GOLEM IS DAZED!

    ACTION POINT:
    Charge the golem: D12 to F12. +25 vs AC...hit for 1d8+14 +1d8 for practiced killer feat, then activate dazzling Sunday bladespell....golem takes 3 radiant damage (yawn), and a -2 to attack rolls until the start of my next turn.
    Free action, teleport 5 squares after activating a bladespell...to F7, end turn.

    ReplyDelete
    Replies
    1. OOC: dazzling sunray, not Sunday. Silly keyboards..

      Delete
    2. OOC: and I hate to forget things, my jagged sword crits on a 19-20. And if I miss by 3 or less, on either attack, use memory of a thousand lifetimes to add 1d6 to the roll.

      And bladesong gives me +2 to all defenses UotEN. Ok, I think I am done for now.

      Delete
  16. [Vesten]
    Vesten shines bright like the sun, and the chamber is bathed in light!
    Tech:
    * I don't think anyone has spent a healing surge lately, so we're good with the Group Vigor feat.
    * As for your auto success on saving throws, you have yet to roll a save. Your first save will be at the end of this turn. You're still at 3 hp.
    * Incandescent Presence activated.
    * Energizing Strike: Hit! The golem souldriver takes 13 damage. Vesten surges up to 32 hp/10 thp and has 11 surges remaining.
    * Renewing Strike: Hit, for another 17 damage. Vesten betters himself to 59 hp/10 thp and has 10 surges remaining.
    * You auto save against the ongoing necrotic damage.
    * Golem's radiant resist is down to 7.


    [Brathu]
    Brathu finds the armor of the golem too tough to penetrate with his sword of croodle.
    Tech: Miss!

    [El-Kal]
    El-Kal forces the golem to move towards the wall by force of will!
    Tech: Charm of Misplaced Wrath, Hit! Golem slid and dazed. Charge attack, miss (by 6). You take 5 poison damage (after resist) for entering the golem's aura. You are down to 97 hp and 5 thp.

    OOC: I'm going to work up the golem/catapults shortly, but I figured I'd post this in the meantime. Vitals tab updated.

    ReplyDelete
  17. [Catapults]
    All three catapults launch their attacks on Vesten! But, having taken cover, he dives out of the shower of bodak heads.
    Tech: Since you were prone, they all missed you! Rolls were low...

    [Golem Souldriver]
    The golem crawls towards you and unleashes a massive whirlwind of poison flails at Vesten and Brathu.
    Tech: Some good rolls for the Golem Souldriver.
    Golem takes 27 disintegration damage.
    Move to I12, still prone.
    Action Point!
    Censer Flail Whirlwind, targeting Vesten and Brathu.
    Hit on Vesten (56 damage and 5 poison damage after reduction; currently at 8 hp). Bloodied.
    Crit on Brathu (62 damage and 10 poison damage after reduction; currently at 5 hp). Bloodied.
    Golem saves against ongoing disintegration damage. Enter secondary disintegration mode.


    Start of New Round
    Vesten starts within Golem poison aura, taking 5 poison damage. Vesten down to 3 hp.
    Brathu starts within Golem poison aura but soaks the damage with the Ring of the Iron Golem.

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  18. [Retcon]
    Being prone does not affect area attacks, of which the catapults dish out. Therefore, Vesten was hit twice, and takes 48 damage. Vesten is DEAD.

    ReplyDelete
    Replies
    1. [Retcon Part 2]
      Incorrect number above. He took 58 damage (48 and ongoing 10 necrotic, which took effect at top of the round). Still dead at negative bloodied.

      Delete
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  20. [Retcon Part 3]
    First off, thank you players for being patient as I work through my first play-by-post battle at 16th level. It's a little intense, to say the least.

    Second, it was pointed out to me that I missed a healing surge for Vesten. It seems that Paladin's Judgement allows for the healing surge even on a miss. This means that Vesten is ALIVE at -31 hit points, but unconscious.

    But let me be clear about Vesten's current peril. He's currently within the Zone of Poison Death(tm) and will most certainly die if you don't do something and quick.

    Vesten's blood will be on YOUR hands. Way to go, crusaders.

    ReplyDelete
  21. [Hanrar]

    As Vesten is pummeled by the falling heads and the crawling golem, the mage's blood boils, heat flaring behind his eyes. "Damned fool..." He quickly runs through his spells, searching for something that might benefit the fallen crusader. A sick grin warps his lips as he slams the blunt end of his staff onto the floor, cracks spreading out over the ancient flagstone as it stands up straight. Moving his spindly fingers in twisting gestures, often seeming to pass through each other before he brings his open palm to his lips and exhales a scintillating strand of power.

    The ribbon of ebbing light worms its way across the space, arching suddenly and driving at Vesten's lifeless form, slamming into his back with the crackle of static. His body jumps, twisting and writhing in agony as light fills his eyes and he grits his teeth, reaching out with one trembling, bleeding hand and gripping the stones beneath him. His other hand follows, dragging his form across the stones, trailing a smear of crimson as he crawls across the fetid remains of the thrown heads, finally reaching fresh air just as the light fades from his eyes and he once again falls limp.

    Tech: Beguiling Strands 6 damage, shift the target up to three squares. Vesten is now at I7

    ReplyDelete
    Replies
    1. Vesten is now out of the Zone of Poison Death and at -37 hp. He dies at -55 hp.

      Delete
    2. OOC: Time out a second. Yursil has a power that will let him rearrange the location of himself and two other party members. he can use that to move Vesten out of harms way without damaging him. More damage might kill the guy. Anyways...looks like I was a little late on this.

      Delete
  22. OOC: You can still use that, he's only got 18 hp left before he's fully dead. Miracle max his butt out of there and let's get some chocolate into that boy. The golem is bloodied, we've only 'lost' one crusader, so I think we're doing great in this fight! Let's not get bogged down, keep it moving!

    ReplyDelete
  23. [Yursil]
    Yursil steps quickly northwards. They needed to pull Vesten even further out of range of that golem.

    "Try puncturing those tanks on the back. That may slow the golem down further."

    With that, Yursil reaches his hand upwards, drawing upon impossible logic from beyond the stars. After uttering a few strange words, he and Vesten vanish and reappear in a new position.

    Tech: Move to E9.
    Standard action: Warp Space - close burst 5
    Yursil and two allies nearby can teleport to a space in the burst.

    Vesten is now at B4. Yursil teleports to D5.

    One more person can teleport somewhere. Does Brathu want out of the aura? Or does he want to be close to the golem?

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    1. This comment has been removed by the author.

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  24. [Yursil]
    Yursil warps space and teleports his companion and himself to safety. When Yursil finishes his own teleport, he finds himself within the rune circle! (You picked D5, it's in the circle.)

    The magic of the rune circle flares to life and imbues Yursil with life and strength!

    Tech: Yursil's temporary hit points rise to 25. Current hp stay at 65.

    ReplyDelete
  25. Replies
    1. Done. Brathu teleported to B14. Map not updated yet, but note placed in the comments.

      Delete
    2. Can I get to H13 with that spell? I want to invoke some pain on this thing.

      Delete
    3. I am all out of targets for the spell. I can't move anyone else.

      Delete
  26. Just before being teleported, and as soon as the savage blow lands on Brathu, there is a pulse of magic from his shield, knocking the golem to his back.


    OOC: just wanted to get this sooner rather than later, if I can use an immediate reaction after I was critted on, activate my recoiling heavy shield ability and knock the golem prone. He's gonna have to work to get to us now!

    ReplyDelete
  27. Brathu, finding himself away from the golem, digs deep within himself, his quest not over! With a shout of "NOTHING IS OVER", Brathu grabs the necklace of fireballs from his neck, and hurls divine wrath towards the Golem!

    OOC:
    Free action (from questin knight paragon path): spend my second wind...should bring me to 35 hp (32-2 from vyrloka blood dependency=30 hp).

    Minor action: Divine Strength+wrathful conviction (+12 damage on my next damage roll this turn).

    Minor action: Vice's Reward (for me, its pride and honor)...10 THP for me, +2 power bonus to all defenses UEoNT...thats a +4 total now...
    "http://www.youtube.com/watch?v=6qIgVrOy9vM" NOTHING IS OVER

    Standard action: Hurl the Gtr Necklace of fireballs: +20 vs Reflex (18+2 from prone CA), 5d6+15 (12 from DS+WC) fire damage, area burst 2 centered on J3...should be plenty of room to keep us all safe.

    Guys, if we survive another round, I will move northway if I can and get Vesten within my skalds aura (or my healing hands)...its a daily, but we heal 3x times with minor actions...I am prepared to hospitaler if need be!
    Also, I'd have marked the golem, but his resist radiant (even down to 7) kinda kills its effectiveness.

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  28. Lost in song, no time for fluff...

    OOC: it's fireball time, eh? Well, I see Brathus fireball and raise you corruptive mist.
    Std action: Corruptive mist centered on H10, area burst 2 should encompass the golem, +22 vs fortitude, 3d8+9 on a hit...jagged sword is my implement here, so crit on 19-20.
    Creates zone that last UEoNT, starting/entering deals 4 acid damage to all creatures in zone.

    Move action: flowing evasion to J2, should keep me away from pretty much everything harmful on the map.

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    Replies
    1. CM deals acid damage, sorry, skipped that in the post above.

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    2. Another idiot mistake, I meant use my quickling boots, not flowing evasion. Was hedging back and forth, But the boots give me more movement.

      Delete
  29. [Teryn]

    Seeing the golem, down after the blow from the paladin's shield, and now engulfed in flame and corrosive gas, Teryn decides now is the moment to strike and hopefully end this encounter. From her position behind the pillar, Teryn whips her dagger at the golem and immediately chases it towards the metal beast. Again she leaps into the air en route, wincing as she passes into the noxious clouds surrounding it. Snatching the returning dagger out of the air in both hands, she brings it over her head in midair and slams it down towards one of the golem's tanks as she hits it, planting both feet on its side to cushion the landing. A short push of her legs propels her off the golem, where she can now use the blurring dagger to attempt to disable the thing for good. Once the damage is done, Teryn throws herself clear and makes for the stepping stone in the southwest corner of the room, hoping to rejoin her party on the other side of the room.

    Tech:

    Notes: Because I critted last round, I have combat advantage on the golem until the end of my turn (Daggermaster path feature). Also, apply 3d8 sneak attack damage to the first attack of mine that hits.

    Snap Shot (minor action): +24 (+2 for combat advantage, -2 for ranged attack on a prone target) vs. AC, 1d4+13 damage.

    Spinning Blade Leap (standard action): Shift up to 9 squares to H13, then +24 vs. AC (+26 for combat advantage), 2d4+13 damage

    If it's still alive: Spend an action point to Sly Flourish. +24 vs. AC (+26 with combat advantage), 1d4+18 damage.

    Ignoble Escape (move action): Shift up to 9 squares to the stepping stone at F16. If I have a choice in the matter, teleport to F3.

    Crit stuff: I crit on rolls of 18-20. 4d12 extra damage from my dagger each time I do. I also get a melee basic attack with my offhand weapon each time this happens (+21 vs. AC, +23 with combat advantage, 1d4+10 damage).

    OOC: Hopefully the fireballs+gas+daggers spell a dead golem, because I don't want to experience another round of this guys and the catapults...

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