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Friday, June 29, 2012

Revenge of the Iron Lich: Crypt of the Iron Lich


Ambient silver moonlight illuminates this vast multi-tiered crypt. Smog chokes the air and fills it with a scent reminiscent of a burning village. 

To the east, a cluster of four pillars stands in the eastern wing of the room. Your ears detect the sounds of churning cogs from within them.

To the north, two statues of angels with gear-shaped halos flank an open sarcophagus on the highest tier. A tapestry stitched with the image of a helmeted skull hangs above it.

To the west, a massive armored warrior awaits you. It's armor is a bizarre mix of plates, gears, and the sharpest spikes you've ever seen.... and the heads of previous combatants impaled upon them. This armored juggernaut is the Iron Lich Necrolith, canonical collector of corpses. 

Finally, a colossal mithril plate in the shape of a gear has been inlaid in the floor ahead. You can see many ghostly humanoid figures trapped underneath the gear indentation, clawing at their "ceiling" in an attempt to get out... and they are succeeding. Is is then that you realize they not ghosts... but LICHES

OOC: Imagine your church on Sunday morning... but all the pews are filled with liches. An entire congregation of them. THAT is what's emerging through the gear shape in the floor. And they are coming for YOU. You suspect you have about 1 round before they emerge.

The final battle has begun, but where is that Iron Lich? Check out the Vitals tab for updated maps. You have won initiative. 

I give you until Tuesday night to post. The reason for so much time is that: 1) Weekends are considered 1 day, 2) There's a HUGE go-live next week Monday for me and I won't have time.

55 comments:

  1. OOC: That is some amazing work, Joe. And that necrolith is terrifying!

    ReplyDelete
  2. [Yursil]
    Yursil could tell they didn't have much time. They need to find the placatory immediately. Then he realizes he's the only one that can see it...and the others probably couldn't. How would he knew which object is the right one?

    "Let me know if you can't see any of these things." And Yursil proceeds to rapidly name off each of the objects in the room that give off even the faintest of magical auras.

    OOC: Perception +13 (+33 for secret doors) - true sight
    Arcana +15, Religion +15

    Are phlyactories always magical?

    As my mother would say 'Oh my helfry!'

    ReplyDelete
  3. [Yursil]
    You do not detect any secret doors. However, you DO sense something magical... four auras of binding magic.

    OOC: The auras are in the spots that are purple on the map. You are not in line of sight of any of them, so I won't describe what they are at this point.

    ReplyDelete
  4. The Mask of the Balor breathing fire and brimstone when it senses battle ahead, visions of flames dancing in his vision, making him giddy. Brathu separates himself from the group, reaches for his necklace of fireballs, and hurls flame towards the necrolith.


    Tech:
    Move to O7,
    Minor action: Vice's Reward...+2 to all defenses UEoNT and gain 10 THP.
    Standard action: Gtr Necklace of Fireballs on D7, area burst 2 should hit the necrolith, +18 vs Reflex, 5d6+3 fire damage.

    I may charge this SOB next round, almost just went right for him hoping for a crit. Just wish I had a nat 20 tucked in my sleeve...

    ReplyDelete
  5. [Hanrar]

    As the enormous doors open inward, Hanrar's mouth drops open in amazement and horror. He slips into the room and steps to the side as Brathu strides into view like a righteous nightmare. Throwing himself forward as a fireball screams past, the lich mage tumbles towards the center of the room and tears the mithril gear from his pouch, checking it against the indention and slamming it home.

    A snarl on his face, the magi calls on the powers of the weave, feeling his new connection to the arcane forces burning within his bones. Sound waves ripple up his arms and burst from his extended palms to moan and echo across the tomb, wrapping around the charnal automaton in a thrumming cage.

    As the arcane power rushes from him he shoots backwards, turning and running to take cover just within one of the alcoves against the north wall.

    Tech: tumble to L9, try the mithril gear [fucks sake it hasn't fit anywhere else...] Thunder Cage on the Necrolith then run to P3

    ReplyDelete
  6. [Brathu]
    Brathu gets the first blow in, the fire erupting at the Necrolith's feet.

    Tech: With vice's reward, you gain 10 thp and +2 to defenses until the end of your next turn.
    Necklace of Fireballs: Hit! 31 fire damage.


    [Hanrar]
    Hanrar slams the gear into the indentation in the floor, and seals the Lich Congregation under the floor. They will give you no more trouble! Following the fire up with thunder, Hanrar continues the onslaught on the Necrolith!

    Tech: Hit! 22 damage. If the Necrolith leaves the space it currently occupies before the start of your next turn, it takes an extra 1d10 + Intelligence modifier thunder damage.
    Reveal: Fort Def = 32. (I often reveal a defense if you roll the exact amount needed to hit.)


    Hanrar runs north (to P3), up the stairs to see an empty sarcophagus. Nearby (at Q4), he spies a purple orb sitting on a pedestal of swirling shadow.

    ReplyDelete
    Replies
    1. BTW, well done on negating the congregation! You're the first to do so in any of my games. (Seems like a common phrase with you guys!)

      Delete
    2. OOC: nice! A good damage roll for me and one less thing to worry about.

      Delete
  7. hell, I tried that gear everywhere, as soon as you said "mithril plate with a gear indention" I was like "fuckin' finally!" :D

    ReplyDelete
  8. The end battle is here, and El-Kal is ready! His blade hums a vibrant tune as it slashes the air, ready for the necrolith's charge and the iron lich to show its lichy face and stop being a coward! He moves into the room then downs a potion of heroism. The jagged slashes in the air summon arcane energy, attacking the necrolith and attempting to overload its senses.


    OOC:
    Move to L8,

    Minor action to drink a potion of heroism...gain 20 THP and +2 to saves UEoE,

    Standard action to use charm of misplaced wrath on the golem:
    +18 vs Will (10 ongoing damage from my sword on a crit, crit on 19-20)

    If I hit, slide target 3 sq, and the target is dazed UEoNT. If I hit, slide the Necrolith 3 sq directly north into the corner.

    Effect says the targets makes a basic attack against a creature of your choice as a free action...with a +2 on the damage roll...can I have the necrolith attack itself?

    ReplyDelete
    Replies
    1. Rules as written, that is how that works. However, it is weird and somewhat nonsensical, so I wouldn't be surprised if the Dungeon Master rules that as bullshit.

      Delete
    2. I'm going to allow it, as long as you do not complain when I pull the same tactic on you later.

      Delete
  9. OOC: Necrolith is confused!

    ...

    It hurt itself in it's confusion!

    ReplyDelete
    Replies
    1. I was thinking of the scene in Mark 14:63-64 which says, The high priest tore his clothes. “Why do we need any more witnesses?” he asked. “You have heard the blasphemy. What do you think?”

      In the movie, "Passion of the Christ", it shows the high priest tearing at his own clothes in anger. Not a far leap to think that magic could be used to cause one to redirect to hurt themselves.

      If you want to talk further, let's discuss in the OOC thread.

      Delete
  10. BuddyDnD - You had already used The Charm of Misplaced Wrath on May 28, 2012 against the Iron Golem Souldriver. Please re-select your actions.

    ReplyDelete
    Replies
    1. OOC: I've got Charm of Misplaced Wrath as an encounter power instead of a daily, if Hanrar lives through the next round I'll drop it on the Necrolith.

      Delete
    2. OOC: my bad! Then I will instead drop a prismatic burst on the necrolith
      +18 vs will, 3d6+8 radiant damage and blinded UEoNT
      Creatures gain partial concealment against it if I miss, UEoNT. This should help out the strikers just as much. If I miss w/I 3, use memory of a thousand lifetimes.

      Delete
  11. [Yursil]
    Yursil gives a small frown...4 different sources. At least the liches wouldn't be mobbing them soon. Yursil quickly makes a move toward one of the alcoves in the southern wall, trying to see if it is the phylactery.

    Tech: Double move to T11 to see what is in that alcove. If it is the phylactery, Yursil will be using one of his AP to destroy it. (I think he has 2-3 left).

    ReplyDelete
  12. [El-Kal]
    El-Kal unleashes an assault of magic upon the Necrolith. "Taste the Rainbow!!!"

    Tech: Potion of Heroism, you gain 20 thp and +2 to saves UEOE.
    Prismatic Burst w/Memory of a Thousand Lifetimes add-on: Hit! 13 radiant damage + 10 vulnerable radiant = 23 damage. Necrolith is blinded.


    [Yursil]
    Similar to Hanrar, you now find yourself in front of a purple orb on a pedestal of swirling shadow.

    OOC: It's up to you to decide if this is the phylactery, or not. Let me know.

    ReplyDelete
  13. [Teryn]

    "Nice work with that gear! And woah, that guy looks unfriendly. I'll just step over here for now." With this, Teryn dashes towards the east side of the room to join Yursil. Crouching down by one of the strange pillars, Teryn examines it as she fishes a woundpatch out of her pack and slaps it onto her leg. "Seems as good a time as any to use this."

    Tech: Move: Run (speed+2) 8 squares to S10.

    Minor: Apply a woundpatch. Until the end of the encounter, next time I spend a healing surge, I get 10 extra HP back.

    Perception (+17) on the pillar. Does it appear to do anything? Is it a trap?

    ReplyDelete
  14. [Teryn]

    OOC: You got a natural 20 on your perception roll, so I'm going to reveal the fun of the columns in full detail. Yes, natural 20's ROCK in my games. Of course, you're stealing the natural 20's from the guy who's got the vorpal sword... ;)

    Each of the four columns are inscribed with writing in the clockwork language (like those pillars in the Great Hall). A crusader adjacent to a clockwork column can attempt to decipher the runes on its surface with a standard action and a DC 33 Arcana, Religion, or Thievery check. On a success, the crusader triggers a spell that recharges all uses of an encounter or daily power of their choice.

    If the check fails by 5 or more, the crusader is blasted with magic that deals 25 force damage and knocks them prone. In addition, they lose a healing surge and are weakened (save ends).

    In either case, the column powers down.

    Note: No roll is needed if you know the clockwork language.

    ReplyDelete
  15. [Vesten]

    Vesten flies across the room and lands. He yells as black lightning erupts from his staff and streaks toward the necrolith. He cries out, "I shall lay you to rest, abomination! For the Raven Queen, Mistress of True Death!" He then does the unthinkable and charges the Necrolith.

    Tech: Move (fly) 8sq to I10. Use Renewing Strike (+15 vs. Reflex, 2d10+2 lightning on hit, half dmg on miss). Swear Oath of Enmity on Necrolith. Use action point to charge the Necrolith (+18 vs AC [2 rolls & take higher], 1d8+5 dmg). If attack hits, activate Evil Undone property of weapon (free action). Necrolith takes 2d10 dmg whenever it attacks until end of my next turn.

    OOC: This might be the most foolish thing I've ever done, but I don't have a lot of options. Someone remind me to take more ranged powers next time. :P

    ReplyDelete
    Replies
    1. OOC: Hopefully blinding the necrolith helps prevent such foolishness. If not, the round 2 will be "Save Vesten, part deux)

      Delete
  16. [Vesten]
    Vesten leads the charge, attacking the Necrolith savagely. However, he finds the long spikes are dangerous; one must tread carefully.

    Tech:
    Renewing Strike: Hit! 9 lightning damage.
    Charging the Necrolith. Hit! 9 dmg. Vesten takes 10 damage for entering the Body Spikes Aura. Vesten is at 101 hp.
    Necrolith now taks 2d10 damage whenever it attacks UENT.
    Note: The Necrolith has an damaging spiky aura (that is also difficult terrain). See vitals map for more details.


    [Necrolith]
    The necrolith moves around Vesten, opening up an opportunity for Vesten to hit with his staff.
    Tech: Double Move. Vesten attacks (OA), hit for 9 damage.

    From out of a compartment spring forth three tumblemines, that seeks out El-Kal and Brathu before exploding!

    Tumblemines:
    El-Kal: Three hits, 45 fire damage. El-Kal has 72 hp and no thp, and is knocked prone.
    Brathu: One hit, 14 fire damage. Brathu has 123 hp and no thp. Brathu is knocked prone.
    Necrolith takes 20 damage from Vesten's "Evil Undone".


    == Start of Round 2 ==

    El-Kal takes 10 points of damage for starting in the Body Spikes Aura. He is at 62 hp.

    ReplyDelete
    Replies
    1. Necrolith takes an additional 16 damage from the Thundercage. Not yet bloodied.

      Delete
  17. [Yursil]
    "Time to check somewhere else." Yursil says, and then hustles across the chamber, carefully avoiding the necrolith.

    Tech: Move to J3, investigate the alcove.

    ReplyDelete
  18. Deadline for your actions round 2 is Thursday night.

    ReplyDelete
  19. [Yursil]
    Yursil casts Detect Magic upon the orb and learns the following:

    Each soulsphere contains a trapped soul inside of it. As a standard action, a crusader adjacent to a soulsphere can do one of the following:

    Consume Soul: Gain 50 temporary hit points.

    Release Soul: Roll a d20. On a 5 or less, the soul is hostile, dealing 50 points of necrotic damage to the crusader. On a 6 or better, the soul attacks your foe, dealing 50 points of damage.

    In either case, the soulsphere is depleted.

    ReplyDelete
  20. [Yursil]
    "How fortuitous" Yursil rasps. He reaches out to release the soul.

    Tech: Using 1 AP to trigger the soulsphere.

    (I forget how many action points Yursil has remaining.

    Starts with 1, got 3 from the card? Used 2 (as of this post). We've been through at least 2 encounters, so that should give him 1 more, so he now has 3 left?)

    ReplyDelete
    Replies
    1. After this, you will have 2 AP. You only gained 2 from the Deck of Mortals.

      Delete
  21. [Yursil]
    Yursil releases the soul from the soulsphere, which flies to attack the Necrolith!

    Tech: 50 points of damage to the Necrolith. NOT yet bloodied.

    ReplyDelete
  22. [Hanrar]

    As the Necrolith lumbers forward with frightening agility, Hanrar steps out of his alcove and rattles off an arcane incantation. Scintillating ribbons of color flash through the air, entwining the macabre golem in a weave of dazzling light. As he steps back into the hallway, he glances at the shimmering, swirling sphere of agonized faces that rests within the alcove. A grin crosses his dry face as he reaches out and presses his fingers against the smooth surface of the sphere of silently wailing vital essence, and pushes his hand into it, willing the life-force into his form, letting out a shuddering sigh of visceral pleasure at the feeling of pure life essence forging triumphantly through his dessicated veins.

    Tech: Charm of Misplaced Wrath on the Necrolith, move to Q3, consume the soul sphere for +50 thp

    ReplyDelete
  23. [Teryn]

    "That's it, Vesten! I'm coming!" Woundpatch still molding itself to her leg, Teryn breaks into a sprint across the room and stop herself by slamming her back against a wall near the hulking beast. Kneeling against it as cover, the changeling closes her eyes and whispers a few rushed words of magic. Bright blue script flares to life on the sides of the dagger sheathes she wears strapped to her thighs, and their insides begin to glow. Switching to a stabbing grip with both hands, Teryn slams the blades into them and immediately pulls them back out. The magic of the sheathes is used, but the daggers that emerge from them gleam with bright blue light and seem impossibly sharp. Whipping around the corner, Teryn snaps a dagger at the massive construct, sure that it will find its mark.

    Tech: Move: Move 7 squares to L5.

    Minor: Use Meditation of the Blade. Until the end of the encounter, my daggers' damage dice are d6 instead of d4.

    Standard: Sly Flourish. +24 (+26 with CA) vs. AC, 1d6+18 damage, +3d8 sneak attack damage.

    Notes: If my attack misses, I will action point to use my Daggermaster's action and reroll. If I crit on an 18-20 roll, add on 4d12 damage from my Vicious Dagger. No free attacks since I'm at range. :(

    OOC: Someone get in there so I can flank!

    ReplyDelete
  24. Knocked back by the explosion, the deva looks scared, but a shout of magic and all of the sudden 3 more El-Kals appear on the ground near him, but which is the real one? A moment later, there is a purple flash from the orb south of the necrolith.

    Tech:
    Use Mirror Image and Clever escape (both minor actions): I gain a +6 to AC, each time I am hit, bonus drops by 2 (MI). I also become invisible and teleport 6 sq to F11 while creating an illusion in my place. Necrolith has to succeed on an insight check DC 15+8+4=27 to notice the illusory El-Kals ARENT me. That means I have +6 to AC and total concealment! woot! woot!
    Also, I assume I can teleport myself back to standing up as part of this?

    Standard action will be to use the purple orb, will attempt to release the soul to harm the Necrolith.

    Teryn, will most likely be charging in and flanking next round/blasting it with radiant energy, I wanna see how much we need to bloody it.

    ReplyDelete
    Replies
    1. I'm going to say NO on the teleport to standing. Clever Escape's concept is to replace you with a duplicate, and have you be elsewhere... not in the same space. You teleport to another spot, and are still prone at that spot. Gotta spend the move action to stand!

      So where are you teleporting to?

      Delete
  25. Milwaukee Joe:
    I have been following your PBP for sometime. and I just have to ask:
    How do you create those DooM style visuals for each of the rooms? What program do you use to create the overhead view of the dungeons? i would like to get a PbP together myself, and I find that I am smitten with your presentation, you sexy online DM.

    ReplyDelete
    Replies
    1. OOC: Send me an email to grind (at) saveversusdeath.com and I'll spill the details on DooM visuals and mapping. Thanks!

      Delete
  26. [Hanrar]
    Hanrar's magic takes it's toll on the Necrolith, causing it to stumble backward!

    Tech: Charm of Misplaced Wrath, Natural 20! You slide the Necrolith 3 squares. Necrolith takes 24 damage from self-attack.
    Consuming the soul sphere gives you 50 thp. How does that soul taste, Hanrar? A little bit like murder, maybe? ;)


    [Princess Teryn]
    Princess Teryn's blades land true, piercing the Necrolith's armor.

    Tech: Sly Flourish, Hit! (Natural 17, almost a crit!), 21 damage, +13 sneak attack damage = 34 total dmg.

    [El-Kal]
    Waiting on some info from the player before processing this action.

    ReplyDelete
    Replies
    1. OOC: no prob joe, just wanted to check. I will still teleport to F11, and I should be able to release the soul to attack the necrolith, right? If not, Place me in G11. I'm invisible and cloned, so I'm confident.

      Delete
    2. OOC: Sorry, but Hanrar just slid him to those two squares. See vitals map.

      Delete
    3. If you got to F11, you'd be adjacent to the soulsphere... but I would rule that the Necrolith gets an AO on you if you attempt to manipulate it.

      Delete
    4. Then I will go the other way. Teleport me to R11, move action to crawl to T11,. AP to release the soul from the soul sphere to attack the necrolith....sorry Vesten and Brathu, your being left to out in the cold.

      Delete
  27. [El-Kal]
    With the illusionary Kal-El staying behind, the real invisible Kal-El frees a soul to torment the Necrolith!

    Tech: 50 damage! NOT yet bloodied.

    ReplyDelete
  28. He lets the arcane artillery do its job, watching as the necrolith is tossed around and dazed again. Brathu is quick to his feet, his vorpal sword of croodle shining as a symbol of bravery and hope against the darkness. He charges the liches creation, attempting to hack and slash his way to its core, to kill its black heart.

    Tech: stand using my acrobats boots as a minor action, activate skalds aura as a minor action as well. We're going to need it sooner rather than later.
    Charge to I9, attack the necrolith with blade of light, +24 vs AC: 3d8+9 raidiant damage and I get a +2 to defenses vs fear and necrotic effects UEoNT. If I hit with blade of light, activate sword of croodle utility to give myself and Vesten and teryn 10 temp hp.

    Spend action point: attack with avatar of bravery, +25 vs AC: 4d8+9 radiant damage. If that hits as well, use 2nd sword utility to teleport away 5 sq. Let's say H5.

    ReplyDelete
    Replies
    1. Yes, the Necrolith is dazed.

      Delete
    2. OOC: Sounds badass. But I need someone in melee to flank with to really open a can on this guy!

      Delete
  29. [Brathu]
    Brathu charges the Necrolith and does the unthinkable, the unbelievable. He leaps upward, and with one swift motion, he DECAPITATES THE NECROLITH.

    OOC: I don't quite believe it myself. The natural 20 on the vorpal blade is just to my left, staring at me from my workdesk. You can believe me that it's LEGIT, as I really wanted to bust out some really fun attacks that the Necrolith can do. He was almost un-blinded, and his truesight would have seen right past those pesky illusions and invisibilities! Oh the fun I would have had.

    You guys are on pause for a moment. Have to work up the next post.

    ReplyDelete
    Replies
    1. [Teryn]

      "Time to really hurt thi-" Teryn's voice halts abruptly, her mouth stuck open. For once in her life, the changeling is rendered speechless as she watches the paladin leap upwards and completely sever the thing's head from its body. Several long seconds of silence pass after the metal head crashes to the floor.

      Finally Teryn breaks into a grin and throws a wink at the party's lich: "Hey Hanrar, I'd be careful about getting on that guy's bad side. Just a trip from a friend."

      OOC: Jesus H. That was INCREDIBLE.

      Delete
    2. [Hanrar]

      As the lich steps gingerly out of the northern alcove, he looks from the severed head of the grisly automaton to the paladin and smirks. "A lumbering metal beast with no finesse. I am do not fear our cavalier's shining blade." He dusts off his robes and clears his throat, his dry skin still flushed with the vigor of the soul he consumed.

      Delete
    3. OOC: joe, sorry to ruin your fun. And don't forget the 10 THP for myself, Vesten, and teryn.

      Delete
    4. OOC: Greedy, can't just accept the awesome thing that just happened. Tsk tsk tsk.

      Delete
    5. OOC: Paul, im more samurai than paladin, and the battle isn't over. BUT THIS FREAKIN RULES. God knows how many turns it would have taken us to drop it, we were at 250 damage dealt to it already. And when Joe "pauses the game", I hold my breath, even if Hanrar can't.

      Delete
  30. [Vesten]

    An exultant raven's caw escapes from Vesten's lips.

    "Surely our Mistress has chosen to watch over you today, brother Brathu. Indeed she has blessed you and made you a vessel of her wrath. Well done!"

    Vesten's smile is ear-to-ear until he considers that the Iron Lich is not defeated yet.

    OOC: That may be one of the most epic things I've ever witnessed.

    ReplyDelete
  31. Proceed to battle the Iron Lich, if you dare.

    ReplyDelete