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| A painful demise awaits Palim in the Death Wyverns' Crucible. |
| Music: Atrium Carceri | Void | A Curved Blade |
Palim casts the rope into the iron portal, and is instantly teleported to the Death Wyverns' Crucible!
The iron portal becomes clear, and his allies can see all that transpires. They witness Palim appear, prone, in the center of nine slabs of black marble that jut from a pool of hissing dracolisk bile. Hundreds of humanoid shapes writhe in the bile, their limbs broken and flesh like peeling parchment. Many try to scream, but only maggots tumble from between their crooked and cracked teeth. The chamber is open to the air above, to swirling clouds of smoke and ash.
Palim is surrounded by eight, caged, 15-by-15 foot square platforms. A short copper obelisk stands in the center of the four corner platforms; Ceramic skulls rest impaled at each obelisks' apex, mouths agape. A flame burns within each skull, of differing colors.You also spy a glowing, magical stepping stone within each of the platforms. The aura is obvious to those trained the arcane arts - teleportation magic.
Your inspection of the new chamber is cut short as two dark winged shadows circle in the gloom high overhead. Strips of leathery flesh dangle from the yellowed bones of these winged undead beasts. You recognize them from myths and legends - Death Wyverns.
Palim's choices are obvious. Fight, flee, or die. But for the rest of you, you have a more interesting decision. You can rush in after your friend, stepping through the portal and joining him in combat. Or, you could watch the events unfold from the safety of the Ashen Ambulatory; watch and learn, perhaps, from Palim's fatal mistake.
In the end, he is just one crusader, is he not?

You have initiative. Palim, you are prone.
ReplyDeleteFor the rest of you, I will give you the benefit of the doubt and assume you are within one move action of the portal. If you choose to enter, spend a move action and place yourself anywhere you wish in the center platform. You will arrive prone, just like Palim.
This post was deliciously fun to put together.
OOC: Bwhahahahahahahhaahaahahahahahah!!!!!!
ReplyDeleteLEAVE HIM
ReplyDeleteOOC: I think we should heed, but not necessarily follow, advice from The Heresiarch himself...
ReplyDelete(I have not yet decided my course of action)
DeleteOOC: For those of you entering the portal/battle, send me a picture of your character via email so I can get you on the battle map. Thanks!
ReplyDelete[Turen]
ReplyDeleteWithout a second thought Turen leaps into action, securing his crossbow and drawing the gnarled cudgel from its sling as he fits himself through the bars.
The breath is knocked from his lungs as he falls prone to the black marble surface of the island amidst the fetid and seething bile. As the stars fade from his vision, he quickly turns and crawls to his hands and knees, calling on the powers of nature to lash out at the winged fiends. A twisting vine works its way out from under his leathers to weave in and out around the befouled bars of the cages at break-neck speed, thorny protrusions growing from it as it cuts through the air. With a thunderclap crack it snaps at the wyvern to the southeast, lashing at it with vicious intent, trying to latch onto it and wrench it against the bars of the closest cage as the druid clambers to his feet, ready to run.
Tech: Appear at K10 and cast Thorn Whip: Wisdom (+7) vs. Fortitude 1d8+4 damage, against the wyvern at Q16 and pull it against the cage at P15, maybe stun it (use a Strength vs check?), then stand and prepare to run and jump to F9.
OOC: <3
Delete"Get into the cage, and quickly!" Kallista shouts to Palim, unsure if he can even hear her through the portal.
ReplyDeleteShe turns to the others, blurting "Now it would be nice to know if the rumoured switch to drain that bile truly exists, and if it's in the seminary, or here somewhere. He won't survive in there for long unless he can cross from cage to cage and teleport back..."
"I would ask the angel, but can we spare the time?"
[Turen]
ReplyDeleteThe death wyvern flies high above the thorn whip attack, taking advantage of the open air and its powerful wings.
Meanwhile, those in the crucible CAN hear the Kallista's words, although they cannot see her.
Tech: Natural 4, miss. You are no longer prone.
Shazi hesitates for a moment, wondering whether she should leave him to his own fate... but she'd grown rather bored of this place and it had been far too long since she'd seen some combat.
ReplyDelete[Tech]Here goes nothin'... We need initiative rolls at this point, don't we?
Appearing at I8.
I knew I should have gotten Acrobat Boots... :P
Do these cells have a roof? How tall are they and can I walk on the exterior roof of them? Kinda glad I chose "Ghost on the Rooftoops" at-will. :D
Shazi
ReplyDeleteShazi joins the battle, the jarring teleporation sending her to the floor of the central cage!
Tech: You are prone at I8.
The cells DO have ceilings, and yes, if you got to the roof, you could walk on it. Even the central one has a roof (the main image of the post is incorrect in this regard; I removed the bars from the image's central post to give the scene better visibility.)
OOC: I will give you until Thursday night to post your actions. On Friday morning, the Wyverns attack!
ReplyDelete[Palim]
ReplyDeleteFeeling cold stone against his cheek, Palim's eyes flash open. Something happened...a portal... Realizing what must have happened to him, Palim's head whips around as he rises to a crouch. His unfilled eyes take in his surroundings and his hand goes quickly to his enchanted staff. Spotting the wyverns, his eyes widen, and then quickly narrow. He draws himself up to his full height, clearly intending to not go down without a fight. Suddenly the druid appears next to him, and then the drow. After Turen looses his spell, Palim catches the druid's eyes and communicates. "You followed. I won't forget this."
Spotting the stepping stone in the cage to the west, Palim moves to action. Acting swiftly, Palim draws a vial from his belt, pops the cork, and downs it. Backing up slightly, he readies himself for the jump. Those near him hear in their minds, "Time for a swim, perhaps." Then he hurtles himself across the gap. Hoping.
Tech:
Move: Stand up from prone.
Minor: Drink Kruthik potion. I spend a healing surge to get 15 THP and resist 5 acid until the end of the encounter.
Standard: Convert to a move action and take a running jump to hopefully land in E9. Athletics +1.
OOC: If I get wet, so be it.
OOC: My guess is that one of these stepping stones is the way out, so I'm going to see what that's all about.
DeleteI'm a little worried about those flameskulls. They could be the key out, or a trap. Or both. :P
I think people in the central platform are about to get blasted with some acid. I would disperse if possible!
[Palim]
ReplyDeletePalim trips in his excitement, landing face first in the dracolisk bile! Luckily, the Kruthik potion keeps you quite safe from the acid, hardening your skin against the corrorsion.
Tech: Athletics roll of 4. D'oh! I even swapped out the dice, and the substitutes are just as cold! You aren't prone, but your movement stops at H9. You are at 32 hp and 15 thp.
Kallista begins the frantic run to the angel. When she is about to pass the Northern fountain, she stops dead. "Oh, Hells..." she spits, then replaces her waterskin's contents with the wretched stuff and flings herself through the portal to perish with her companions.
ReplyDelete*BAMF*
She appears prone at J10, leaps to her feet and reaches out the doorway with her rod. (Move and Major actions) She grits her teeth and from her clenched hand, a cloud of freezing shadow issues, heading for the southern wyvern.
(Tech: Casting Shadow Claws using Shadow Twist, +12 v Fort, 1d10+7 cold damage and a further 2d6 on a crit. If the target moves during its next turn, it takes 6 cold damage. If I hit it before it acts, my Imperious Majesty inflicts CHAmod penalty to attacks against me until the end of my next turn.)
(Spending action point for another move and free action) She then backs away to the opposite doorway, then fades from view into an unoccupied corner.
(Tech: Shadow Walk: concealed until end of next turn)
(Minor action to regain action point) She takes a swig from the Waterskin of Blighted Haste, and prepares for the onslaught.
Help me understand your action economy:
Delete- Move (get through portal from Ambulatory)
- Standard (stand up from prone)
- Action Point (attack)?
Thanks!
Damn! You're right. Skip the second move.
DeleteMove: through portal
Standard: stand
Action point: Attack
Minor: Drink
If that's not too greedy.
Shazi groans as she finds herself sprawled across the floor. She refrains from telling Palim how she truly feels, and instead quickly scrambles up the side of the cage to the roof for a better view.
ReplyDeleteAs she moves the shadows begin to coalesce around her and, by the time she is on the roof, she's completely obscured in darkness. A brilliand flash soars out of the cloud as a flaming shuriken glides towards the wyvern.
[Tech]NOTE: If possible, I'd like to do this after anyone else wants to attack. My CoD is going to pretty much block everyone's view. :P
Move: Enter portal
Standard/Move: Ghost of the Rooftops ... Climb side of cage to the roof at I8. This will un-prone me as part of the climbing movement.
Minor: Cloud of Darkness, Close Burst 1 centered on I8 around the top of the cell.
ACTION POINT ... Flaming Shuriken, RBA w/ CA against northwestern wyvern.
+15 vs AC (+13 base, +2 CA), 1d4 +6 +1d8(Attack Finesse) fire damage.
+1d6 fire on a crit.
[Kallista]
ReplyDeleteKallista's shadow claws draw blood on her foe, the Death Wyvern in the southeast! As she swigs from the Waterskin of Blighted Haste, she feels the dark potency creep deep within her belly.
Tech: 18 + 12 - 2(bars) = 28 vs Fort; Hit! 15 cold damage. It now has -5 to attacks against Kallista until EoNT. Kallista gains an action point (which she can use this encounter). She now has 2 points of blight.
[So-tin]
So-tin thinks, 'I've got a bad feeling about this,' before taking a deep cleansing breath and stepping through the portal. Knowing he'll end on the floor, he instantly stands up and prepares to defend against the Death Wyverns!
Tech: This post was from an email by the player. He plans to Firedeath the first AoE that happens, if any.
[Shazi]
Shazi is up and around the bars in an instant, and quickly standing on the roof of the central platform. Summoning a cloud of darkness, she blocks the view of the northwest wyvern! Launching a flaming shuriken, she misjudges the distance, hitting the bars of a nearby platform instead.
Tech: Natural 3 + 15 = 18 vs AC, miss!
Wyverns coming up next!
[Death Wyvern]
ReplyDeleteThe Death Wyverns activate their own shrouds of darkness, and seem to be waiting for something...
Tech: (Free Action) Veil of Darkness • Aura 5 • The death wyvern gains total concealment against enemies outside the aura.
[Central Platform]
Suddenly, you realize what the wyverns are delaying for, as the central platform suddenly plunges straight downward into the deep dracolisk bile! So-tin, Turen and Kallista grab quick breaths of air before being submerged, while Shazi is left to swim in the muck along with Palim.
Tech: All but Palim take 5 acid damage.
Shazi at 46 hp.
Kallista at 45 hp.
So-tin at 54 hp.
Turen at 46 hp.
Those within the cage (Kallista, So-tin, Turen) are now 15 feet beneath the surface. Good luck!
Suffocation in Dracolisk Bile:
If under the dracolisk bile and took damage - make a DC 20 Endurance check at the end of your turn.
Success: Yay for you, you didn't drown!
Failure: Lose a healing surge (or take 6 damage if you have zero surges).
Effect: You must continue to make checks against increasingly difficult DCs; DC 25, then DC 30, and so on - until you get air.
Four-Headed Hydra Ghoul
As many of you are pulled down deep, you sense something large passing you on the way up. Only Shazi and Palim get a good view of the horrific beast as it bursts out from the vile muck. It has four heads and a ghoulish complexion... One of the Heresiarch’s most prized pets, this aquatic horror is the Hydra Ghoul!
The heads roar in eager anticipation of a delicous meal to come! Shazi and Palim can see that in each mouth there is a single tooth that is different than other others - a gem tooth. Red, green, blue, black - one gemtooth in each mouth.
The hydra ghoul swims towards Shazi and Palim, biting with its many fanged maws. Luckily for you, the darkness Shazi conjured hides you from the hydra for the moment. Only Shazi feels the pain of a jaw grazing her shoulder.
Tech:
Hydra Fury (Palim, Shazi)
Palim, two misses.
Shazi, one miss, one hit for 16 necrotic damage. Shazi is at 30 hp and is slowed (save ends). If you fail this save, you become immobilized instead (save ends).
[Death Wyvern, Revisited]
Now the Wyverns attack, launching their Ethereal Fireballs!
Tech:
Ethereal Fireballs (2)
Palim, Two hits, 40 damage. Palim has 7 hp and no thp.
Shazi, Two misses, 20 damage. Shazi has 10 hp (still slowed).
The area (overlaps the shadow area) is zone of ethereal flame that lasts until the end of the death wyvern's next turn. Creatures entering or starting their turn in the zone take 5 fire damage.
[Start of Round 2]
Those of you in the acid take 5 acid damage. Palim and Shazi also take 5 fire damage.
Palim is at 2 hp.
Shazi at 0 hp and is unconsciuos.
Kallista at 40 hp.
So-tin at 49 hp.
Turen at 41 hp.
Actions, crusaders!
OOC: We should probably strategize over in the OOC post before we post many more actions. In particular since I have things that buff future attacks and debuff enemies!
DeleteOOC: You should have left him to die YOU FOOLS!!!
ReplyDeleteOOC: I would tend to agree. We needed to drain this room first to have a chance...but we're here now, let's fight to the end (not long now).
DeleteWho can swim this round? (DC 17)
ReplyDeletePalim 9+1=10: No.
Shazi 7+4=11: No.
Kallista 8+2=10: No.
So-tin, 4+3=7: No.
Turen, 5+4=9: No.
You could try for a re-roll, but you'd have to commit two move actions to do it (the first one to eat up the failure above, and the second one to "try again").
Or if you have a re-roll power, let me know.
[Palim]
ReplyDeleteBleeding profusely from the hyrda's fangs, Palim reaches out to his goddess for help and healing. A golden glow envelops him as well as Shazi's floating form as many of their wounds close. Vigor returning to his movements, the kalashtar thrusts his quarterstaff skyward, calling down a column of blinding sunlight that strikes the center of the room. The hydra reels from it, but Palim's allies, even those stuck in the bile below, begin to glow faintly, protected from some harm. Though he cannot see it, he knows the Hydra is near and he begins a silent prayer that will loose as soon as it returns to view.
Tech:
Minor - Holy Healer's Quarterstaff daily power: Shazi can spend a healing surge to regain 5 + Wis Mod + 1d6 + Cha Mod = 13+1d6 HP.
Move - Downgrade to minor, healing word on myself for 21+3d6 HP back. I lose one surge and I get +2 to all defenses USNT.
Standard - Moment of Glory. Close blast 5, it'll catch the Hydra and everyone in the party. Hydra doesn't benefit from concealment since it's a blast. +11 vs. Will against the Hydra. On hit, I push him 3 squares so he ends up between the S and SW platforms, and he's prone. I and each ally in the burst gain resist 5 to all damage UENT. I can sustain it as a minor.
Since I attacked with my holy symbol this turn, I cannot grant combat advantage USNT (Holy Symbol Expertise feat).
Action point to take another standard!
Standard - Ready Bane to go off as soon as Shazi's cloud of darkness disappears. +11 vs. Will on the Hydra. On hit, he takes a -4 penalty to all attack rolls and all defenses UENT.
OOC: That was a lot. You guys ready to bend over for this Hydra? :P
OOC: I'm confused as to where everything is altitude-wise. Am I on the surface? Underwater? Where is everyone else?
ReplyDeletePalim and Shazi are currently treading at the top of the muck.
DeleteThe rest of you are 15 feet under the surface, within the central cage. That means to get to the surface, you'd need to move 3 squares upward.
Does that help?
[Turen]
ReplyDeleteSucking in a quick breath as the black marble island drops from beneath his feet, the druid closes his eyes just as the viscous digestive fluids close up and over him and his companions, the acidic jelly eating away at his flesh and stinging the inside of his nose before he exhales to force it out.
Painfully, he opens his eyes under the murky slop before quickly shutting them again, the searing acid eating at his sclera. Mustering all his will and fortitude, he opens them once again, verifying his fellow crusaders are still present in the cage. His brow furrows as he tries in vain to swim through the jelly-like slop that quickly strips away the first few layers of skin from his exposed arms and face, but to no avail.
His lungs beginning to ache, the druid reaches out and calls again on the power of his blessed green earth and thrusts his hand upward in the greenish-yellow sludge. Bubbles escape his quickly fraying furs as another twisted cord of vines explodes from the heartwood amulet around his neck, racing towards the surface of the slop lost above them, questing for the adjacent cage to latch onto and pull himself and his companions up from the smothering filth.
Tech: Thorn Whip Wisdom (+7) vs. Fortitude to latch onto the cage at F10, use move action to start pulling himself up if it holds on and use his dagger to cut the vine and leave it hanging for the others to grab onto and use.
[Turen]
ReplyDeleteTuren's whip grabs hold of the bars with great force, and the druid utilizes all his arm and leg strength to climb the makeshift rope! He pulls himself out of the muck, and takes in the new foe - the hydra ghoul!
OOC: You can move to F9 on the map if you wish and be out of the bile. Since the rest of you are also adjacent to the new rope, you may also get out with "no roll needed" move check and end up in the cell of E9. (If you so desire...)
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DeleteOOC: Yes, please, I would like to climb out of the bile, and E9's cage is the most accessible, so I will go there and hope it doesn't submerge next.
DeleteIC: Kallista drags herself out of the bile and into the nearest cage door.
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ReplyDelete[Palim]
ReplyDeletePalim singlehandedly brings his comrade from the brink, heals his own wounds, and sends the hydra ghoul scurrying for the corner!
Tech:
Shazi spends a healing surge and is up to 18 hp. She's prone and slowed, but can act NOW.
Palim's own healing word mends his wounds quickly! He is up to 32 hp and has 6 surges remaining, and +2 to defenses USNT.
Moment of Glory, HIT! The hydra is pushed to the southwest and is prone. Everyone gains resist 5 all UENT.
Bane, HIT, even with darkness, dice are HOT!!!! The hydra ghoul takes -4 to attacks and all defenses UENT.
OOC: Crap... Redacted twice because (1) of the above change, and (2) for the realization that I'm slowed. My post will have to wait then, sorry.
ReplyDeleteThis comment has been removed by the author.
ReplyDeleteOOC: I redact the Hydra Ghoul immediate reaction attack. I had the wrong position for it.
ReplyDeleteOOC: Kallisti should have concealment from Shadow Walk thanks to the three squares of movement involved in the the climb.
ReplyDeleteAre the wyverns still concealed by clouds? I'd sorely like to kill something in this room, as much for vengeance as damage control.
OOC: The wyverns have a permanent 5 square "veil of darkness" aura. If you (an enemy) are outside the aura, the wyvern gains full concealment from you (-5 to attack). If you are within the aura, no worries.
DeleteKallista looses her Mind Shadows spell at the centre of the northernmost wyvern's aura.
DeleteTech: At Will, +11 vs Will, 1d10+7 psychic damage, and another 2d6 on a crit. Until the end of my next turn, the target cannot see any of my allies more than three squares away from it.
[So-tin]
ReplyDeleteAfter a moment of panic submerged in the bile, So-tin notices the rope and quickly pulls himself onto the cell. "This...this is not going so well," he mutters in between choked coughs. Ignoring the..substances dripping off of his armor, he prepares himself for the monstrosities readying to attack them again.
TechM
Move: Use the rope to pull out of the bile to the E9 cell
Standard: Ready a MBA if the Hydra strikes
Also, ready Firedeath to use on any bursts/blasts on the E9 cell
Shazi reluctantly grabs hold of the rope and drags herself in to the cell.
ReplyDelete[Tech]
Move: Pull self in to cell to the West, preferably to the northern side.
Free: Shroud on hydra
Standard: If I can, attack the hydra with my shuriken ... +13 base vs AC, adjust as needed
Damage: 1d4 +6 +1d8(AF) fire damage, +1d6 fire on crit
OOC: In retrospect, I really designed my character badly. Next time I'll be a full on assassin and forget all this rogue business. :P
[Kallista]
ReplyDeleteKallista's Mind Shadows causes great confusion in the four heads of the massive beast!
Tech: Mind Shadows, 12+11 vs Will, HIT! for 12 psychic damage. The hydra cannot see any of you more than three squares away from it. Note, refunding 5 damage as Kallista did not fall into the bile, was levitating! Kallista is at 45 hp.
[So-tin]
So-tin prepares for the worst!
Tech: Move to E9, ready melee basic attack vs Hydra approach, prep firedeath just in case.
[Shazi]
Shazi finally lands a shuriken attack upon the hydra ghoul, drawing forth its black ichor.
Tech: Move to E8. The hydra ghoul has 1 shroud. Shuriken attack! HIT! Dmg=4+6+6(fire)=14 damage.
[Death Wyverns]
The two death wyvern's fly into melee, attempting to bite you through bars and sting you with their venomous tails!
Tech:
Kallista, miss with both bite AND tail, cold dice.
Palim, hit with tail, miss with bite. Palim takes no immediate damage, and ongoing 10 poison damage (save ends).
[Hydra Ghoul]
Partially blind, the hydra ghoul draws near to where he thought the crusaders were, and finds them! Opening its many maws, it vomits forth the putrefied corpses of the sailors it swallowed during its last raid.
Tech:
The -4 to the hydra's attacks, and the +2 to your defenses, saved your ASS here. The hydra missed all of you with its Disgorge Prey attack. However, five zombies phase in from the hydra's vomit, and act immediately!
[Zombies]
The zombies swarm all over you, pummeling you with their furious fists. They are naturally buoyant from all the bloat!
Tech:
Palim, two hits, 16 damage. Palim is at 16 hp.
Turen, one hit, 8 damage. Turen is at 22 hp.
So-tin, miss.
[Start of Round 3]
Palim takes ongoing 10 poison damage. Palim is at 6 hp.
The hydra ghoul's -4 to attacks is gone.
Your own +2 to defenses will vanish after this round.
OOC: I was levitating outside the cage? How did I do that?
DeleteI was remembering a post that somebody posted and redacted. You are not levitating. My mistake is your gain though, I will not redact the refund I provided above!
DeleteOOC: I redacted my levitation, sorry. :P
DeleteOOC: Neglected the 5 resist all. Refunding 15 hp to Palim (at 21 hp), 5 to Turen (at 27 hp).
ReplyDeleteOOC: Just realized... My character DOESN'T HAVE SHROUDS. Man, I really botched this build. :P
ReplyDelete[Palim]
ReplyDeleteNearly totally surrounded by vileness, Palim eyes harden as he continues the soundless chant that sustains the party's defenses. Reaching a crescendo, he throws his fist into the air as sunlight floods the room again. Once their eyes recover, his allies see golden light creeping into and solidifying in the cracks and openings in their armor. Though it isn't permanent, it will surely provide protection against these strange and terrible creatures. His mouth still moving, he readies for the worst as the corpses close in.
Tech: I'm downgrading my move and standard to take three minor actions.
Minor #1: Sustain the resist 5 all to the whole party UENT.
Minor #2: Healing word on myself for 21+3d6 HP back. I get +2 to all defenses USNT. I'm out of healing words, but not out of healing. :)
Minor #3: Shield of Faith. I and allies in close burst 5 (whole party) get +2 power bonus to AC until the end of the encounter.
Note: The +2 to all defenses from my healing word (shielding Word feat) is actually an untyped bonus, which means it stacks with my power bonus to AC from Shield of Faith. Which means I'm at +4 AC and +2 to all other defenses for this round. :D
OOC: We really need to get those teeth and figure out this room guys. Palim's burning everything this fight, but he's going to run out soon.
OOC: Our mute servant of light is seriously pulling down some good juju for us. We need to end this ASAP.
DeleteThis comment has been removed by the author.
ReplyDeleteOOC: So cool.
DeleteOOC: Why thank you, I had to follow up my Indiana Jones escapade with something similarly awesome.
DeleteOOC: How's your melee basic attack in beast form? We need to perform some dentistry on this guy.
DeleteOOC: +8 vs AC, same as in human form. So, not so hot. I'm hoping with two of the three heads immobilized we can get some bonuses on someone else doing some forceful extraction.
DeleteSorry to do this, as much as I love your attack post. There's a problem. If you look at the current map, you'll see that there is a zombie at F10. How do you plan to move that zombie so you can get to attack the hydra?
DeleteI was hoping to push it aside and throw him into the drink. Can I do a strength VS strength roll against it, or a grapple check? I wanted to bull rush but I need more space since that allows you to shift a target 1 square, but no luck on that. so far my actions are:
DeleteMinor, move, standard, standard(AP)
Is there a way we can work in another action or maybe I'll just spend my AP attacking the hydra once and use my regular standard to attack or toss the zombie?
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DeleteIt's pretty clear that an action to move somebody, (i.e., bull rush), is a standard action. Not a part of a move action. You can tell they are minions, if that helps.
DeleteOkay, I'll amend it. 2 seconds.
Delete[Turen]
DeleteAfter sloughing himself and his fellows out of the thick bile, the druid leaps aside as the putrefied hydra belches out a torrent of stomach acid and partially digested corpses. Gagging from the stench, he barely has time to react before a small horde of zombies drag themselves together from various parts of the ichor and attack!
He blocks the onslaught as best he can, but his guard slips and a single inhumanly powerful blow slams through his defenses, knocking the air from his lungs. Gasping in the fetid air of the crucible, he steadies himself as the zombies lumber back, getting ready for their next strike.
All at once the air around the druid becomes thick and waivers as if through an intense heat as his body begins to change. The furs that make up his armor meld and shift as they blend into his skin, the thick fur and leather thinning over his chest but growing longer down his back. The sharp grinding crack of bones echoes against the bars of the cage as his body shifts and grows larger, his arms extend and his face pushing out into an angular muzzle. His fingers meld together into three large claws, chitinous and razor sharp as in a rolling susurrus tide, his skin flakes off into thousands of thick, overlapping scales.
His eyes flash a golden yellow, his pupils contracting into horizontal slits as he arches back and lets out a terrifying roar, his newly formed scales shuddering and suddenly bursting outward from his body! The cloud of razor-edged shards explodes outwards, flying towards the bloated animate corpses and the mottled scales of the hydra itself, ripping through ragged clothing and putrified flesh with disquieting ease. As a new batch of scales slide into place, the man-beast rushes forward, plowing directly for the loathsome hydra as forged metal sheathes lock over his scythe-like claws with a clang. Snarling out an unearthly howl, Turen brings his claws up, trying to latch onto at least two of the three heads that harry him and his party, driving his claws into their lower jaws and holding tight as he plants his feet and pulls with all his might.
Tech: Shift to Beast Form [minor at will], adapted Thorn Spray Wisdom (+7) vs. Fortitude 1d6+4 damage, -2 to all defenses till the end of next turn, move to F10 if the way is clear and attack (spending an AP) with Grasping Claws Wisdom (+7) vs. Reflex 1d8+8 damage, hydra is immobilized till the end of my next turn. Hopefully this will take care of the rest of the minions as well.
[Palim]
ReplyDeletePalim stabilizes the group, but will it be enough? Can his faith move mountains, or at least stop the hydra's teeth?
Tech: Palim regains to full hp. Palim is at +4 to AC, +2 to other defenses. Everyone else is at +2 to defenses.
[Turen]
ReplyDeleteTuren's thorn rip the adjacent zombie to shreds, and the druid steps into the gap! Reaching outward, he grabs hold of one of the hydra ghoul's heads with his beastial claws, rooting the monstrocity in place!
Tech: Thorn Spray only hit one zombie, but it was the right one. Zombie destroyed. You moved into that space and attacked with Grasping Claws. Hit for 13 damage. One of the hydra ghoul's heads is looking pretty beat up and won't last much longer.
OOC: Augh! Let's not destroy a head if we can help it. It being a hydra and all...
DeleteOOC: I'll give until tomorrow Noon CST for players to get posts in. I'd like to process the next round over my lunch break on Friday. Thanks!
ReplyDeleteTemporarily ignoring the zombie in front of her, Shazi takes a step back and tries to thread her shuriken through the bars at the nearest wyvern.
ReplyDelete[Tech]
Move: Shift to D8
Standard: Shuriken vs wyvern
Base attack: +13 vs AC, -2 bars, and I don't believe I have CA
Damage: 1d4 +6 +1d8(AF) fire damage
OOC: I think you might want to change that, if we're looking to try to get the teeth from the hydra we should focus on that instead of just slaughtering these mobs. Just a thought.
DeleteOOC: With all these zombies in the way there's no way I can get up close and personal enough to the hydra, which is why I was asking about an AoE to clear the way.
DeleteAnd I'm willing to bet that these wyverns can either bite through the bars with ease or are just waiting to firebomb us again. Think they need to die sooner than later.
Next round I'll focus on the hydra if I can get close enough. My Thievery is high enough that it's not an issue.
OOC: Unfortunately I don't think we really have much in the way of aoe. :(
DeleteOOC: Joe, I'm sorry to post this in this fashion, but I'm proposing something tricky and will be happy to type it out in character if you think it all makes sense.
ReplyDeleteIf the zombie that just dropped was adjacent to me, I use Hidden Lore to go invisible, preventing opportunity attacks from the adjacent zombies. I then cast Shadow Claws on the zombie at G9, clearing the door. As my move, I'd like to exit the cage by climbing out and onto roof square F10, above Turen (assuming that climbing the cage is as easy as a ladder, or close to, and that the whole move costs me 6 based on spending four on the climb). Even if I'm not invisible, moving more than three squares gives me concealment via Shadow Walk, and I spend an action point to steal a tooth from the hydra.
If that's stretching things too far, then I just use Shadow Claws on the zombie at E10, and only then do I trigger Hidden Lore and shift to D8.
Tech for Plan A: Shadow Claws on G9, +11 v Fort, Enough damage to kill 8 minions wasted on one, invisible by Hidden Lore, Athletics +2 Climb as my move to cage roof F10, DC for ladders is 0 and rope is 10 so I'm hoping we're in the middle somewhere, and my Action Point Thievery check +8 to steal the tooth matching the colour of the flame at E14, hopefully both invisible and technically concealed.
Tech for plan B: Shadow Claws on E10, +11 v Fort, Enough damage to kill 8 minions wasted on one, go invisible via Hidden Lore, shift to D8 and cry.
Thankyou for your time.
Sorry Kallista, you posted too late and delayed your action until the next turn. See Death Wyverns' Crucible II.
ReplyDelete