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| The golem is destroyed, but a new foe emerges. |
[Brathu]
Tech:
Second Wind brings you up to 35 hp, and 10 surges remaining. You gain +2 to Def USNT.
Vice's Reward: You now have 10 thp, and another +2 bonus to defenses UENT (total +4)
Greater Necklace of Fireballs: Hit, 36 fire damage.
[El-Kal]
Tech:
Corruptive Mist: Hit! 23 acid damage + 10 vulnerable acid = 33 damage!
Discovery: Vulnerable 10 Acid
Zone created, will deal 14 acid damage to Golem (which will be the final blow, eventually.)
[Teryn]
Tech:
Snap Shot: Natural 1! (consequences ensue... see below)
Spinning Blade Leap: You take 10 poison damage for entering the golem's aura. You are at 90 hp. Hit (not crit) for 35 damage (which includes sneak attack).
No action point spent. Between the disintegration damage and the acid damage, the golem is DEAD.
Just when you think the battle is over, you hear a strange atonal chanting, a chorus of cold voices. Emerging from the darkness and the shadows come five Dark Bishops, their arms constantly moving in arcane patterns, a continuous spell ever being chanted...
(OOC: Teryn's natural 1 has summoned the Dark Bishops. There are five of them, and combat continues. An aside - the teleporter worked as you expected.)
[Dark Bishops (5)]
The dark bishops launch bolts of black necrotic energy at you!
Tech:
Yursil (2): 1 hit for 12 force and necrotic damage. You are at 65 hp/13 thp. You are pushed 1 square, out of the rune circle.
Hanrar (2): 2 hits for 24 force and necrotic damage. You are at 64 hp. You are pushed 1 square.
Vesten (1): Miss.
[Plauge Catapults]
Only one catapult has a target, Brathu! However, Brathu is able to take cover under the balcony and deny his attacker.
Tech: Miss.
[Crusader's Turns]
You have full actions once again. I will give you until Sunday night to post, but if you can post sooner I might be able to get something out during Friday's lunch break. Check out the Vitals Tab for map updates.

Vesten is still KO. He has failed his first death save.
ReplyDeleteOOC: Did the 24 include my Resist 10 Necrotic?
ReplyDelete[Hanrar]
His body wracked with negative energy, making his vision blur and shift with dark images, the mage falls to one knee, trying to fight off the worst of the damage as he sees the floating specters surrounding them. With a sneer, he reaches out, his spindly fingers suddenly wrapped in wisps of shadow. He clenches his fist in one swift motion, sending the wisps flying forward, growing more solid as they race through the air, streaking right for the closest of the specters!
Tech: Ebony Razors, Intelligence (+16) vs. Will 2d8+8 Psychic damage, close burst 5. This should easily hit D3, F5 and E7
OOC: oh, and if these are of shadow origin, I get +1 to attack/damage as well.
Delete[Hanrar]
ReplyDeleteThe Dark Bishops have strong wills, and easily resist your mortal magic.
Tech: Miss on all three. You didn't roll above a natural 9. Also, the Dark Bishops deal force/necrotic damage. You must have resistance to both to negate damage.
This comment has been removed by the author.
ReplyDelete[Yursil]
ReplyDeleteYursil smiles as the golem is pounded into oblivion and is shocked when the dark bishop's appear. The shock isn't sufficient that Yursil forgets to defend himself. When one of the bolts goes awry, Yursil smiles, dissolves into ash and floats to the other side of the bishops. A bit of dark shadows around the bishop that missed meant that he was now cursed, like the golem. With that, he readies himself to blast the priests.
Tech:Immediate reaction: King's Step - Yursil is insubstantial and flies up to his speed. Also, bishop at D3 is now cursed. Yursil moves to I5 (avoiding the rune circle).
Also, delaying action until the rest of the party members have moved. Yursil is planning on blasting F5-H5 with something that will hit allies. You have been warned!
Yursil is now at I5, having avoided the rune circle by passing through the wall with his insubstantiality.
DeleteOOC: Refunding 2 hp to Teryn, due to a missed "Resist 1 All" on two attacks.
DeleteTeryn
ReplyDelete"What the-where did these things come from? I thought we were done here!" Having let her guard down for a moment, Teryn twirls her daggers in her hands as she leaps towards the nearest of these strange new foes. "Whatever they are, they can't deal with me, that's for sure." As the dark figure turns to face her, it finds not the small grey-skinned changeling it expected to see, but instead an exact copy of itself!
Tech: Shift (move action) to E3.
Changeling Trick (minor action): Bluff +20 vs. Passive Insight, on hit I get CA on bishop in D1 UENT.
Sly Flourish (standard action): +24 (+26 with CA) vs. AC, 1d4+18 damage plus 3d8 sneak attack damage.
Notes: Crit on 18-20. If I do, add 4d12 damage from vicious dagger, plus a free melee basic attack (+24 (+26 with CA) vs. AC, 1d4+10 damage).
OOC: Drop themmmmmmm. Teryn hungers for blood.
[Teryn]
ReplyDeleteTeryn's dagger takes out the nearby Dark Bishop, who vanishes in a puff of black smoke.
OOC: Discovery: Minions.
I posted too quickly!
DeleteThe Dark Bishop does not vanish... he explodes!
Tech: Teryn and Vesten each take 9 and 10 points of force/necrotic damage, respectively. Teryn is at 83 hp, and Vesten is at -47 hp.
[Yursil]
ReplyDeleteSeeing how easily the changeling dispatched one of the bishops, Yursil makes a move to strike, unleash a blast of cold at the bishops.
Standard action: Void blast - close blast 3 (should hit F5, H5, G7)
+18 vs Will
2d6 + 10 Cold damage
Cursed opponent takes an additional 2d8 damage (rerolling any 1's).
Also, the zone that Yursil hit is considered heavily obscured and blocks line of sight (UENT).
Yursil's Void Blast causes two of the Dark Bishops to explode, which in turn causes the other two to explode! With the Golem and all Dark Bishops defeated, the Plague Catapults stand down and deactivate.
ReplyDeleteTech:
Yursil takes 20 force/necrotic damage and is at 58 hp and 0 thp.
Teryn takes 4 force/necrotic damage and is at 79 hp.
Combat is over, you may rest and act as you see fit.
Golem
ReplyDeleteDestroyed, bishops vanquished. Brathu uses his next action to cleave the golems head from
His neck and pry the ruby out.. "who's smirking now, foul creation?".
OOC: great job guys! Been traveling all day, jut had time to post when I see the bishops go down. Brathu will use surges to get back to full hkneel it first kneel and pray to he raven queen quickly at the boy of vesten to perform a heal check. No one dies this hour!
[Brathu]
ReplyDeleteWith Vesten stabilized, Brathu then pries the fist-sized ruby from the golem's faceplate. It's a beautiful gem.
Tech: Brathu feels much better. You are now at full hp, and 7 surges remaining.
[Yursil]
ReplyDeleteYursil coughs a bit to free up a bit of sand from his throat. "Well, that was the most fun I've had in a long time." he rasps.
With that, Yursil takes to exploring the chamber. He moves to investigate the northeastern part of the chamber.
OOC: Perception +13, Arcana +15
Burning 2 surges to go to full hp.
Since that is a rest, Yursil's affinity changes!
Rolling: 1d10 = 1. New affinity is acid.
[Yursil]
ReplyDeleteYou search the northeastern area of the chamber. The plague catapult is deactivated. You don't find any secret doors, nor traps.
However, you do sense some magic, a minor aura, coming from the ruby gem embedded in the door in the north.
Also, you sense the magic fade from the rune circle. It is now non-magical.
Tech: You are at full hp, and 6 remaining surges.
Note: You have reached a milestone. Everyone gains an ACTION POINT.
ReplyDelete[Hanrar]
ReplyDeleteWith the golem out of commission and the specters dissipated, the mage takes a moment to gather himself, brushing off his clothes and shouldering his staff. "How fares our fallen?" He asks as he kneels next to Vesten, smirking slightly as he checks the half-elf’s condition. With little to no healing ability of his own, he leaves the care of the bold crusader to those more in tune with making people feel better, not worse.
He once again investigates the circle of runes, trying to determine what, if any additional benefits it might have and what very obvious hexes it can deliver. He refreshes his spectral hand, using it to examine the body further.
Seeing no way to easily bypass the circle of runes, he steps onto the teleportation sigil to reappear elsewhere in the chamber, taking another moment to look around the room. He takes a moment to examine the golem itself, searching it for runes or etchings, paying close attention to the dome set into its back that held the souls. Once his examination is through, he turns his attention towards the far end of the room, previously obscured by the cube.
Tech: Spend 1 surge, Arcana check on the runes, perception on the body within as well as a heal check to boot. Check out the Golem and take a close look at the wall behind the cube, there was a red flash of some kind?
Arcana +19, Perception +10, Heal +10
[Hanrar]
ReplyDeleteThe circle of runes is now just markings on the floor, with no power. Although one could work on reactivating it, but it would take longer than you have here. As best as Hanrar can tell, the rune circle killed the corpse found within. Such is the nature of dangerous magic.
The golem is in rough shape. It seems the acid continued to eat and corrode, so now it's a brittle mess. The tanks on the back did indeed hold souls that the golem could consume to increase its attack speed. Destroying the golem released those souls to the afterlife.
Turning to the northern area, you search all about but find no secret doors. There is still the obvious large double door, cast from solid mithril and bearing the image of a helmeted skull. There is a glittering, fist-sized ruby in its left eye socket and only dust in the right. Hanrar thinks the flash came from the ruby.
Hanrar can also sense the aura of a serious arcane lock on these doors. Thievery (skill) will not avail you here.
[Hanrar]
ReplyDeleteTurning to Brathu, he extends his mage hand, gesturing for the ruby. "I don't think we should get too close to that door, but this looks like a perfect place to put that gemstone." He growls, grinning as he nods to the open eye socket of the etched skull.
[Yursil]
ReplyDelete"That sounds like a reasonable idea." Yursil says.
[Hanrar]
ReplyDeleteClosing his spectral hand over the gemstone, his translucent helper lifts the fist-sized gem from Brathu's grasp, admiring it greedily for a moment before he sends it floating up towards the carved skull. Paying close attention to the reaction of the skull, he fits the glorious ruby into the empty socket, ready to leap aside or raise his mental barriers should the arcane lock include some form of dastardly magical trap.
[Hanrar]
ReplyDeletePlacing the ruby in the empty eye socket of the doors, they slide open enough to reveal a switch! The switch is in the upright position.
OOC: Forgot to mention, Hanrar is at full hp and down to 9 surges. Also, DeuceDM, hope you don't mind that Hanrar grabbed the gem!
[Hanrar]
ReplyDeleteGrinning wider, the mage steps forward slowly, carefully searching the area for signs of traps, arcane sigils and auras or anything lurking in the shadows of the alcove. If nothing is present, he uses his spectral mage hand to activate the lever, hoping for the best.
[Hanrar]
ReplyDeleteAfter throwing the switch, you hear a distant rumbling from the northeast.
Then Hanrar says out loud, as if somebody else was controlling him for a few seconds, "A PYRAMID HAS OPENED IN THE TEMPLE OF EXTINCTION."
[Hanrar]
ReplyDeleteShaking off the feeling of being twisted like a puppet to the unearthly voice, the mage takes a deep breath to steady himself. "I hope that is a good thing..." He growls softly as he smooths down his hair. His eyes turn again towards the rubies set into the skull-face, considering letting his greed get the best of him. He turns towards his companions, a wry smirk on his face.
"Where else can the lich hide from us? Shall we venture on?"
OOC: prying the gem from a paladins hand? Forgivable. Also, I never mind when everyone posts quicker than I. But I would like to go east or west first, those double doors may be closer to the endgame then we are prepared for. I vote west, that cave of the obelisk was to the east and we bypassed that already.
ReplyDeleteOOC: man, I wanted a crack at those minions! Good to see the combat ended with the golem going down, climbing against the catapults woulda been a bitch!
ReplyDeletetemple of extinction? Doesn't sounds like its good for us...I don't care which way we go, so west sounds like a good idea.
The adventure continues with the Wrought Iron Altar.
ReplyDelete