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Friday, September 28, 2012

Fane of the Heresiarch: Death Wyverns' Crucible Part II


Hydra ghouls can't count.
[Shazi]
Temporarily ignoring the zombie in front of her, Shazi takes a step back and tries to thread her shuriken through the bars. The shuriken strikes true in the body of the death wyvern, causing it to shriek in pain!

Tech: Natural 20 for 18 damage! The wyvern is wounded. Shazi, let me know if there's extra damage when you crit. I'll add it on.

[So-tin]
So-tin points his scimitar at the hydra ghoul, power lancing outward to strike the foe. The hydra ghoul shrugs off the attack as if it were from a fly!

Tech: Natural 6, miss. I don't spend APs for characters when they are on autopilot.

[Palim]
Palim shakes off the effects of the wyvern poison (saved!).

[Zombies]
The zombies claw at Kallista and Palim. Kallista easily defends, but Palim leaves himself open for a nasty bite!

Tech: Natural 20 on Palim. Palim takes 16 - 5 = 11 damage. Palim is at 37 hp.

[Death Wyverns]
The death wyverns see easy prey in Palim, and they swarm him with their attacks. Even with his buffed up defenses, he feels the sting of a bite from one, and a tail from another.

Tech: (15-5=10) damage from bite. Ongoing 5 damage negated by resist. Palim is at 27 hp. Ongoing 10 poison (save ends).

[Hydra Ghoul]
Turen might be dead, but he gets
this cool afterlife power.
Turen has grabbed the hydra ghouls attention for certain, and the horrific monstrosity focuses all of its attentions upon the druid! The teeth of the various heads rip the druid apart, each of the four sharing in his bloodied limbs - a delicious druid meal!

Tech: 
Free action: Snapping Jaws (See below).
Move: Stand up from prone.
Standard: Hydra Fury. Six bite attacks (two from Snapping Jaws). Three hits for 48 necrotic damage - 15 resist all = 33 necrotic damage. Turen is KO/Prone at -6 hp. 
Action Point: Coup De Grace on Turen. (32-5=27) points of damage. Since this is more than Turen's bloodied value, Turen is slain.

And then there were four.

58 comments:

  1. OOC: Deadline to post for this turn is Tuesday, Oct 2, NOON CT. The weekend counts as "1 day".

    ReplyDelete
    Replies
    1. RIP, Turen.

      OOC: assuming positions haven't changed, I would like to implement plan A, please, Joe.

      Delete
  2. OOC: Of course, if someone can somehow interrupt Turen's death with a power or something, I'll consider it.

    ReplyDelete
    Replies
    1. Retroactively applying So-tin's Aegis of Assault on the Hydra (-2 to attacks). It doesn't change anything though, the attacks were high enough to still hit even with the -2.

      Delete
  3. More RETCON action!

    With the Aegis of Assault up, So-tin teleports to right behind Turen (to F9). As Turen gets devoured, So-tin grabs a BLACK gemfang.

    So-tin has a BLACK gemfang!

    ReplyDelete
  4. [Kallista]
    Kallista annihilates the zombie (at G9) with her shadow claws, sending the remains into the bile pool. Suddenly going invisible, you see an very hazy blur of her scamper up the bars and onto the roof of the cage!

    The hydra ghoul doesn't even notice the theft.

    OOC: Kallista, which color did you grab? I need a specific color. Red, green and blue remain. Check the vitals tab for info about the map, if needed.

    ReplyDelete
  5. OOC: +1d6 fire damage on a crit is all I get.

    Does the hydra look troubled at all, taking any more damage once the tooth is removed?

    ReplyDelete
    Replies
    1. It seems that removing the tooth does not hurt the hydra ghoul. You also did 4 more points of fire damage on the wyvern.

      Delete
    2. OOC: Looks like we might have to beat this thing own then. :(

      Delete
    3. OOC: Killing the monsters is rarely the best option in a fourthcore trap-puzzle-fight room. :/

      Delete
  6. Kallista yanks the blue fang from the Needly maw!

    ReplyDelete
  7. This comment has been removed by the author.

    ReplyDelete
    Replies
    1. OOC: How are you doing so many actions this round? You did the move and grab of the black gem above. Those actions are in this round.

      Delete
    2. OOC: Sorry, posting next round's stuff in advance. Whoops. Feel free to delete it if anyone else gets there first, or the monsters eat me, but I am currently invisible (and have the blue tooth) and feeling gutsy.

      Delete
  8. [Palim]

    Upon hearing the hydra's exultant shrieks and Turen's cries of pain behind him, Palim whirls. The kalashtar's blank eyes widen in shock upon seeing the formidable form of the druid torn limb from limb. Knowing that his final moments may be laying before him, he lowers his head, eyes closed. The others hear his voice: "Get the teeth. I will break him." After praying silently to his goddess for power, Palim's head snaps up and his eyes bulge with fury. Drawing his staff back behind his head, he looses it like a headless spear at the beast. In the split second that it flies, golden light seems to form around its tip, gathering into a bright, sharp point. As it strikes the hydra, a deafening shatter fills the chamber.

    Though it would be hard to place exactly why, the hydra looks weaker than before.

    Tech:

    Minor: Sustain the resist 5 all for the whole party.

    Minor: Favor of the Gods on myself to grant myself a reroll on my next missed attack.

    Standard: Iron to Glass, +11 vs. Reflex on the Hydra. On hit, it takes -4 to melee damage rolls until the end of the encounter. Whenever it hits with a melee attack, the penalty worsens by 2 to a maximum of -10. On a miss, divide all those numbers by two (-2, worsens by 1, max of -5).

    Note: We all still have +2 to AC from my Moment of Glory. I'm not optimistic about my ability to survive until the next turn, though. :P

    ReplyDelete
  9. [So-tin's post via email]
    Brief moment of internet at work:
    Lightning Clash on Wyvern next to So-tin, secondary attack on the other Wyvern
    Move to Hydra and AP MBA to get another tooth.

    ReplyDelete
  10. [Palim]
    Palim's power weakens the hydra ghoul, and it roars in four-part-harmony rage!

    Tech:
    Everyone continues to enjoy a Resist 5 All.
    Standard: Iron to Glass vs. Hydra. Hit! The hydra ghoul now subtracts 4 from melee damage rolls.
    Side note: Palim does not save vs the ongoing damage.


    [So-tin]
    So-tin's lightning strikes the Wyvern, head shot! The close wyvern takes on a grievous wound.

    Moving to the south, So-tin opens up his defenses just enough to bait the hydra ghoul to attempt to bite. So-tin manages to dodge, then grab one of the gem teeth.

    Tech: 20 points of damage to the northern wyvern, who is now bloodied. You also have a gemtooth. Let me know which color you grabbed (red or green are available).

    [Zombies]
    The zombies attacks are easily brushed aside by your expert combat prowess.

    Tech: Three misses (two on So-tin, one on Palim).

    [Hydra Ghoul]
    Tech: Six bite attacks against So-tin, four hits for ((16 - 5) * 4) - 22 = 22 necrotic damage. So-tin is bloodied at 27 hp.

    [Wyverns]
    The wyverns smell Palim, a tasty morsel in the bile, and they oh so want a taste!

    Tech: Only one bite penetrates (two bites, two tail sting attacks) for 10 damage. Palim is bloodied at 17 hp.

    [Start of Round 4]
    OOC: Given that I've got vacation time coming, I'll give you until Sunday night (10/7) to get your posts in.

    ReplyDelete
    Replies
    1. A reminder that players posts for this round are due by Sunday night, 10/7. If you don't want to post, that's fine. I don't mind posting for the hydra ghoul again. :)

      Delete
  11. OOC: I'm confused about the hydra ghoul damage math. What's the -22 for? Also, shouldn't the penalty to his damage rolls go up for each attack that hits? I assume the ghoul hits with 4 separate attacks.

    ReplyDelete
    Replies
    1. I misread the power text. Four hits should be -4,-6,-8,-10 = -28. I will refund you 6 hp. You are still bloodied at 23 hp.

      Delete
  12. Kallista tries to steal the remaining fang from the hydra, then scrambles back inside the cage before her invisibility wears off, thankfully still concealed by the shadows clinging to her.

    Tech: Standard to steal fang (thievery+8), then Athletics +2 Climb as move, using Shadow Walk to ensure concealment.

    ReplyDelete
    Replies
    1. OOC: If the thievery fails, she uses a minor to drink more potion and an action point to try again before the move.

      Delete
  13. So-tin

    So-tin dashes from the hydra between the zombies and makes for the tile, not sure what exactly would happen but taking the risk anyways.

    Tech
    Move to D9, wait to see what happens next

    ReplyDelete
  14. [Palim]

    Tech:

    Minor: Sustain the resist 5 all.

    Move: Downgrade to minor action, use the daily item power on my exalted armor to increase the all healing I do this round by 1d10 + my charisma modifier (+3).

    Standard: Use Healer's Mercy. All bloodied allies within burst 5 get to spend a healing surge. Plus the 1d10 + 3 from the exalted armor power above. Plus 1d6 + 3 from my pacifist feat. Plus wis mod (+5) from my healer's lore feature. I am weakened until the end of my next turn.

    OOC: Sorry for the no flavor text, I had to post in a hurry.

    ReplyDelete
    Replies
    1. And So-tin's movement is delayed until after Palim's healing

      Delete
  15. [Kallista]
    Kallista grabs the final gemfang, and gets back into the cage to be with the others. The shadows surround and cloak her movements.

    Tech:
    So-tin has the black and red fangs.
    Kallista has the blue and green fangs.
    For Kallista, no APs or potions needed, good rolls all around.


    [Palim]
    Palim sacrifies his energy so that his friends might LIVE!

    Tech: Power Healing!
    Shazi is up to full hp and down to 8 surges.
    So-tin is up to full hp and down to 10 surges.


    [So-tin]
    So-tin pushes past the zombies and onto the teleport tile. You see him instantly disappear to reappear in the southeast cage (P15)! Adjacent to you is a copper obelisk upon which a open-mawed skull is impaled. Black fire burns within and as you inspect the teeth, you see one is missing...

    Tech: You take 3 points from an Zombie opportunity attack. You are down to 60 hp. You are currently standing on a teleportal and can continue your movement if you wish.

    [Death Wyverns]
    The duo of wyverns continue to pick away at Palim; one bite and one tail sting make it through!

    Tech: Palim takes 10 damage from the bite, and ongoing 5 poison damage (taking damage reduction into account). Palim is at 13 hp.

    [Hydra Ghoul]
    The Hydra Ghoul's bites are pathetic at this point. It goes after Palim, for 1 point of damage among three attacks.

    Tech: So if I got this right, the hydra ghoul's bites normally score 16 damage. Subtract 10 for the Iron to Glass. Subtract 5 for resist-all-5. That means every bite is but 1 hp of damage. Wow. Did I get that right? If so, awesome.

    Start of Round 5
    Palim takes 5 ongoing poison damage and is down to 8 hp.

    ReplyDelete
    Replies
    1. OOC: Yep, that sounds right.

      Poor hydra. Can I pet him gently as a free action?

      Delete
    2. OOC: So why couldn't we have used Iron to Glass BEFORE Turen was mauled into tiny druid hor-dourves? :P

      Delete
    3. OOC: There was so much other healing to do :( Also, I made the gamble that +2 to AC was more likely to protect people than Iron to Glass.

      He was a good druid...

      Delete
  16. Oh, and zombies all missed. Dice were cold.

    ReplyDelete
  17. OOC: The hydra ghoul is no longer a threat. I will no longer bother to roll dice for it. The best it can do is 7 points of damage in one round. You have trounced it fully!

    ReplyDelete
    Replies
    1. Assuming Palim keeps up the DR5 situation. If that changes, I might revisit the hydra...

      Delete
    2. OOC: What about crits? They're packing in an effective 17 damage per hit.

      Delete
    3. True. Judgement call, I guess.

      Delete
    4. I'm going to reverse the ruling on the field. After further review, the hydra ghoul will still get attacks. I'll be focusing on crits only, as the crit damage is still significant.

      Delete
  18. [So-tin]

    As So-tin reappears, he steps away, taking a moment to regain his bearings in relation to the rest of the group. Once reoriented, he inspects the skull and notices the black flame. Thinking over his possessions, he pulls out the black tooth he retrieved from the hydra, comparing it to the flame.

    [Tech]
    Move to O13

    Inspect the tooth and flame. Are they the same black? Have we seen flames in other skulls yet?

    ReplyDelete
    Replies
    1. Yes, the color is identical. Also, the other-colored flames are noticeable in the other skulls, per the notation on the map.

      Delete
    2. Oh, completely missed that part in the Vitals tab

      Is there any kind of noticeable indentation in the mouth of the skull for the tooth to be placed in? If so, So-tin will insert the black tooth there.

      Delete
  19. Replies
    1. She waits for So-Tin to step of the destination tile as a mote of darkness appears between her hands...As soon as the coast is clear, the mote explodes to envelop the closest wyvern, and Kallista's body seems to melt into a shadow which weaves around the zombies and onto the teleportation tile before coalescing into her familiar form, blowing a smug kiss to the bloated corpses as she vanishes again.

      Tech: Standard, Encounter: Void Blast, close blast 3, G8 to I6, +11 vs Will (+12 including Bloodhunt if it's already bloodied) and 2d6+7 psychic damage (another 2d6 on a crit). The blast creates a zone that lasts until the end of my next turn, heavily obscuring and blocking line of sight. Any creature besides myself (watch out, Palim and Shazi) that ends their turn in the zone takes 4 points of psychic damage. My Shadowdance armour prevents this area attack from provoking opportunity attacks from the zombies adjacent to me. Move action, Encounter: Shadow Ride. I shift up to two squares (D9) and can enter any enemy's space during this movement without provoking opportunity attacks.

      Delete
    2. (More Tech: the armour also protects me from the Wyvern's opportunity attacks during my area blast)

      Delete
  20. [So-tin]
    The black gem-tooth slides into place and fits well in the skull (who's flame matches the color).
    Tech: One of four puzzle pieces have been placed...

    [Kallista]
    Kallista's Void Blast rips the flesh from the Death Wyvern's bones! It crashes into the dracolisk bile and slowly submerges.

    Wasting no time, you leap into the teleportal to appear right next to So-tin and the completed skull.

    Tech: Natural 20! You did 30 points of damage, killing the Death Wyvern. The other one is not yet bloodied. Just like So-tin, you telport to the southeast cage and can continue movement if you have any left.

    ReplyDelete
    Replies
    1. OOC: If you keep moving Kallista, that would be great. Palim is a sitting duck and will probably take the opportunity attacks from these guys to follow you guys through he stepping stone. And I don't want to telefrag you.

      Delete
    2. OOC: My shift to the tile was my whole movement, but if you need, I can drink again as a minor and keep going...I'm really hoping the tiles are chained, not pairs with return trips...

      Delete
  21. OOC: A note, that above I talked about the Hydra being out of commission. I have reversed this somewhat; I will still roll attacks but only count critical hits.

    ReplyDelete
  22. Shazi, her voice angry with drustration, tries to rip in to the zombie in front of her. She points at the hydra and continues to shout, "Will you all stop standing around and KILL THAT THING!?!"

    [Tech]
    Standard: MBA vs Zombie at E9
    Base attack: +14 vs AC, and I don't believe I have CA
    Damage (FWIW): 1d6 +7 +1d8(AF) damage

    What a waste. :P

    ReplyDelete
  23. [Shazi]
    You annihilate the zombie with ease. What a smell!

    ReplyDelete
  24. [Action Fast Forward!]

    The hydra ghoul rages. The zombies swarm. The wyvern bites and stings with its tail.

    And throughout it all, you use the teleport squares to move from caged cell to caged cell. Eventually you learn the pattern to them, and manage to arrive at each of the four corner cages. With colored gemfangs in hand, you place them in the open slots on the matching-colored skulls.

    When the fourth one is in place, you see a large violent disruption in the bile pool - big bubbles of air rising up from somewhere deep under the liquid (near Q11 on map).

    WHAT ARE YOU DOING? ACTIONS!

    ReplyDelete
    Replies
    1. OOC: You can post your actions in a cinematic way, not constrained to standard/move/minor.

      Delete
    2. [Palim

      Barely fending off the fiends around him, Palim manages to slog through the much enough to dive into the western cage! Crawling forward, he manages to slap a hand down onto the stepping stone just as the wyvern rears back to finish him. Appearing in the southeastern cage, completely spent, Palim weakly raises a hand to gesture towards the sound and bubbles on the eastern wall. The others hear, "We need to...go....a way out..."

      He picks himself up and makes his way to the cage door. Taking a deep breath, he throws himself under the bile and paddles towards the source of the disruption.

      Note: Generous of you to do that Joe, Palim wasn't looking very healthy. Sorry that posting's been slow lately! Will try to do better!

      Delete
  25. [Palim]

    OOC: No worries. Sometimes in a pbp, a DM has to play it slightly different than at the table.

    You swim under the horrid bile and manage to see an opening along the east wall, what was once blocked by a door. Swimming within, you find yourself in a small cavern. The bile has flooded the chamber, but not fully. You regain air once again within, and also spy three very interesting things.

    First, a beautiful diamond floats nearby... a DIAMOND PLANET!

    Second, a larger fist-sized orb also floats, bearing the surpernal rune for the season of summer.

    Third, a large square portal floats near the planet. Those of you swimming near that can cast Detect Magic can sense teleportation magic within.

    ReplyDelete
    Replies
    1. [Palim]

      Gagging from the swim through the bile, Palim takes a moment in the chamber to recover himself. Then, he inspects the diamond planet. How large is it? Does it look like it would fit in the stone slab up in the watchtower, he wonders? Perhaps more importantly, he thinks, does it look guarded by anything in particular?

      Tech: Perception +8 to inspect the diamond. Religion +11 to inspect the rune to perhaps discern its use or intent.

      Delete
  26. [Palim]
    It is the right size to fit in one of the planet slots of the standing stone (watchtower).

    As far as he can tell, it is unguarded.

    ReplyDelete
  27. [Palim]

    Eager to be rid of this place of bile and lizards and death, Palim throws caution to the winds and swipes the rune and the diamond, placing them into a safe pocket. "Onward" his companions hear. "We need much rest."

    Then he steps into the portal.

    OOC: Since Palim's pretty much spent in terms of dailies, I figure I should be the party member taking the risks. Palim's death is less of a blow than someone else's at this point, I think. Especially if we can buy back in with another character.

    ReplyDelete
  28. [Palim]
    Taking the orb and diamond planet, Palim uses the portal to teleport... back to the Ashen Ambulatory.

    He finds himself standing next to the mirror of scrying.

    ReplyDelete
    Replies
    1. Kallista follows, her mind reeling with the relief of escape and the loss of their comrade.

      Delete
  29. You all follow suit, leaving the perils of the Death Wyverns' Crucible behind to rejoin Palim in the Ashen Ambulatory.

    ReplyDelete