Returning to the Ghost Council, you take the Crown of Nine Stars and coronate the dragon statue. Instantly, a skeletal ferryman appears on a boat floating within the fiery river beyond! It beckons you to enter.
OOC: Assuming you do, but feel free to interact with this if you wish. Talk, do something, etc.
The ferryman takes you down the river and drops you off at a section of dry cavernous ground. Beyond an already open door, you spy your final challenge!
Sitting on the throne is the Wyrm Prince himself, a red-scaled, four-horned abomination, with fifty legs of steely sinew. Behind the throne, a wide, black portal ripples as though a stone has been cast into a pool of fathomless water.
He sees you instantly and rising up on his many legs, prepares to annihilate you!
OOC: Crusaders, place yourselves near the northwest door. The final combat begins! You have won initiative. Make it count! Some notes about the chamber:
- The hatches on the map represents a five-foot drop in elevation. The center of the chamber is the lowest point in the chamber.
- (S) are the soldiers, (T) is Thran on throne
- When you cross an elevation change, you must make an Athletics or Acrobatics check (DC 13 for going down, DC 18 for going up) or fall prone.
- The grey circles are massive stalactites. You can easily go underneath them.
- Massive portal in the south wall... another door in the east wall.

Crx
ReplyDeleteCrx chitters under his breath and knows what he has to do. Waiting for his allies to strike, he coils and springs into action, moving like a whirlwind of death, taking the fight directly to the Prince, knowing that this could be his last chance.
Tech
Waiting till all ranged allies have had a chance to strike the prince, then moving into battle.
Start in E9.
Move to K14.
Standard action - Deft Strike, moving to M15. +11 vs AC. 1d4+5 damage. If hit, Sneak Attack 2d6+3 damage.
Action Point. Dazing Strike. +11 vs AC. 1d4+5 damage. If Sneak Attack not used, apply here. Target is dazed until the end of my next turn.
Minor action. Thri-kreen Claws. +9 vs AC. 1d8+4 damage.
If by some miracle one of my attacks bloodies the target:
Free - Press the Advantage +11 vs AC 2d4 +5 damage, sneak attack if not used, miss deals half damage.
OOC: Considering the "waiting for allies to strike the prince" clause... I will wait on rolling the dice for Crx until that comes true.
DeleteCrusaders, posts due by Sunday night. Monday morning, Thran attacks!
I'll give you some distraction to get those sneak attacks in! Give me a bit and I'll post ASAP
DeleteMotir
ReplyDeleteMotir holds Solfang out and points it toward Thran as he approaches the massive beast side by side with Crx. "Your reign of terror has now come to its end. Solfang, the blade that cast you down before, is ready to do so again." He quickly downs the vial of demonblood, the icy feeling focusing him on his target, and leaps into action alongside his ally.
Tech
Also waiting for ranged allies to strike
Move to J14
Minor to swear Oath of Enmity on Thran
Free to drink Demonblood Vial (no action listed so assuming free)
Free to activate Solfang's ability
Standard: Angelic Alacrity
Shift 4 to O15 (where did N go?)
19 (14 if no vial) vs AC, roll twice take higher, crit on 16 - 20
Damage: 4d4+11, crit is +2d20 and Thran cannot regain HP for the next century
Action Point: Aspect of Might
19 (14 if no vial) vs AC, roll twice take higher, normal crit range of just 20
Damage: 6d4+11, half on miss
Motir now has +5 Athletics (total 20 so free run through elevation changes!), +2 speed, and +2 damage on melee damage rolls
Del-Kai
ReplyDeleteThe wizard's glasses fall to the ground in a clatter as he sees the Dragon. "Oh my..."
Waiting until after his allies act, Del-Kai steps forward, avoiding the stalactites above to try and reduce the terror of this beast.
TECH
Delay action til all my allies have acted (or until all who are going to act do act)
Move to C10
Standard: Slimy Transmutation on the dragon. +5 vs Fort.
Hit: he turns into a toad (save ends)
Miss: He turns into a Toad til the end of his turn
- as a toad, he's tiny, dazed and the only actions he can take are to move or shift. If he takes damage, this effect ends.
Vengeance hisses as he spies the dragon and his minions. Well, bring it on then. He wasn't afraid of a little fire.
ReplyDelete[tech]
Since everyone is delaying until after everyone else, I will also delay until after everyone else delays for everyone. No, just kidding, I'll do something right off.
Start in D9 for the sake of argument
Move: to D11
Standard: Stirring Shout on Thran:
+4 vs Will, on hit 2d6+4 Psychic damage
Effect: Until the end of the encounter, whenever an ally hits the target, that ally regains hit points equal to your Charisma modifier.
Seeing the dread, malificent worm at last, Two-Rocks looses the war cry of his ancestors and charges the throne!
ReplyDelete[TECH]
Minor - Shillelaugh
"Once per round, when a weapon attack hits with the target, the target of the attack also takes 2 force damage and falls prone. This benefit lasts until the end of the encounter."
Move to V15. This requires jumping down, but Two-Rocks has Powerful Athlete! (+8, roll twice and take the better result).
CHARGE - The grim goliath lays Thran low with a single blow from his club!+4 vs AC (2d4 +4 damage and prone).
Grelloc
ReplyDeleteAs soon as his chitinous companion crouches into a spring and his feet hit the stony ground, the ranger breaks into a lung burning sprint, leaving his stealthy comrade to skitter in behind his bellowing charge. His boots crack down onto the ancient rocky floor as he begins to dart from side to side, zigging and zagging as he brings his crossbow to bear.
TechActivate Aspect of the Cunning Fox and move from E10 to H16.
Standard action: Disruptive Shot +7 vs. AC, 1d8+3 damage and dazed (save ends), on a miss deal half damage, and the target is slowed until the end of my next turn.
Spend an Action Point: Clever Shot +7 vs. AC, 1d8+3 damage and target falls prone.
Ok, all this delay stuff has me royally confused. Frame rate just took a hit... working through the posts.
ReplyDelete[Vengeance]
ReplyDeleteVengeance starts the battle, and draws first blood with her psychic scream!
Tech:
Stirring Shout, 19 vs Will, hit for 11 psychic damage. Until the end of the encounter, whenever an ally hits the target, that ally regains 4 hp.
Two-Rocks
Two-Rocks valiantly clubs Thran in one of his many feet! Thran laughs at your proning attempt.
Tech: Charge with club! 22 vs AC, hit for 10 damage. Note: Thran can NEVER be proned.
[Grelloc]
Grelloc's arrow barely misses, but causes Thran to regard him carefully for a moment.
Tech:
Disruptive Shot 15 vs AC, miss for 4 damage. Thran is slowed for his next turn.
Clever Shot 19 vs AC, miss.
[Crx]
Crx takes advantage of all the commotion to sneak up and drive his dagger deep into Thran's draconic flesh.
Tech
Deft Strike, 141 vs AC, miss.
Dazing Strike. 21 vs AC, hit w/sneak attack for 17 damage. Thran is dazed for his next turn.
Thri-kreen Claws, 19 vs AC, miss.
[Motir]
Motir is the MVP of the round. His falchion cleaves great wounds into Thran, who now starts to get serious about this battle. Motir has the dread Solfang!!! How is that possible!
Tech:
Angelic Alarcrity 33 vs AC, HIT for 23 damage. (You rolled natural 7 and 14).
Aspect of Might 33 vs AC, HIT for 24 damage. (You rolled natural 8 and 14).
Motir now has +5 Athletics (total 20 so free run through elevation changes!), +2 speed, and +2 damage on melee damage rolls.
[Del-Kai]
Del-Kai's magic almost takes hold, but Thran shakes it off with divine providence.
Tech:
Slimy Transmutation, 11 vs Fort, Miss. Thran uses "Bow to No One" to save vs the Toad effect and is not transformed.
[Thran]
Thran reacts instinctively, breathing a blast of balefire on Crx, Motir and Two-Rocks. Only Motir remains standing at the end.
Tech:
Baleful Breath Weapon
Crx: 26 vs Fort, hit for 31 fire/necrotic damage and ongoing 6 fire/necrotic damage. Crx is at KO at -7 hp.
Motir: natrual 1, miss
Two-Rocks: 32 vs Fort, hit for 31 fire/necrotic damage and ongoing 3 fire/necrotic damage. Two-Rocks is KO at -7 hp.
[Infernal Sentries]
Of the ten, three statues of armor animate to join the fight, swinging deadly black blades!
Tech:
Crx: 17 vs AC, miss.
Motir: 19 vs AC, hit for 5 damage. Motir is at 24 hp.
[Infernal Sprit]
Grelloc looks upward and spots the Infernal Sprit (that you had released from his frozen prison)! The spirit knocks loose the stalagtite above Grelloc!
Tech: 25 vs AC, hit for 14 damage. Grelloc is bloodied at 12 hp and is prone. The area of H15/I16 is difficult terrain.
OOC: Crusaders, I realized my map's coordinates were off a bit, so I corrected but tried to make sure you were in the square you wanted. Please check to see if it's correct.
Thran is not yet bloodied. He is no longer dazed or slowed.
Round 2, GO!
OOC: Two-Rocks is actually at -3 hp.
DeleteOOC: By the way, no more delays. You go when you post. Too confusing for me otherwise. Thanks!
ReplyDeleteI'll make you a deal. Thran stays as a frog when I turn him into a frog, and I'll stop delaying? Sound fair?
DeleteWhat's this word... "fair"?
DeleteA little more....
ReplyDelete[Throne]
Motir, near the throne, sees it is made of black glass... and witnesses a holy angel trapped within! He recognizes the figure as the Angel Azira, the Soulstone's protector.
[Dark Portal]
Behind Thran, something huge strains against the membrane of the portal, as if trying to tear through! For those of trained in Arcana, you realize the portal is a gateway to a pocket dimension of one of the Nine Hells, a place where the gluttonous are punished by being eternally devoured by hungering spirits.
OOC: Is there any way for us to knock down the stalagtites?
ReplyDeleteI'm glad you asked! (Sometimes just asking things reveals new info.)
Delete[Stalactites (gray circles)]
The stone of these massive formations crumbles toward the ceiling. Crusaders may attack the stalactites (all defenses 14, 10 hit points). A melee attack from the ground won't work (it's not adjacent), but a ranged attack would.
When a stalactite drops to 0 hit points, it falls to the ground, shattering on impact, making the following attack:
Attack: close burst 1 (creatures in the burst); +7 vs. AC.
Hit: 3d10 damage and the target is knocked prone. If the target is directly beneath the stalactite, it is also restrained (save ends).
----- BEGIN ROUND 2 -----
ReplyDeleteThe grim, gone goliath's skin pops and sizzles as the fat beneath fries him alive. The stony protrusions of his hide radiate a hellish heat. Occasionally, a hiss of escaped steam emanate from his body and the near corpse spasms in parody of some half-remembered agony.
ReplyDelete[tech]
Cling to life! (death saving throw)
Your roll... a 15. You deny death this round!
DeleteGrelloc
ReplyDeleteStanding and shaking off the razor-edged shards of rubble that stipple his flesh, the ranger nocks another quarrel and winds his crossbow back, gripping a second one between his teeth. The string sings as the trigger snaps free, sending the inch-thick shaft of fire hardened oak screaming towards its target.
With a quick hop backwards the orc nocks the second and hauls on the cord, bringing the handmade ballista to his shoulder and pulling the trigger again, sending the shaft on its way mere inches behind the first.
As he crouches and prepares for the next opening in the titanic dragon’s defenses, he pops the cork on the vial of thick, milky blue fluid at his hip and drains the contents, shaking off the worst of his pains.
Tech:Stand from prone, Aimed Shot (+7) vs. AC 1d8+3 damage, ignore cover, free move to F17, Clever Shot(+7)vs. AC 1d8+3 damage, target is slowed (end saves), minor to drink the healing potion.
[Grelloc]
ReplyDeleteOne of Grelloc's arrow lands true, but the other bounces of Thran's nearly impenetrable hide!
Tech:
Aimed Shot, 21 vs AC, hit for 7 damage. Thanks to Vengeance, Grelloc regains 4 hp and is no longer bloodied at 16 hp.
Clever Shot, 9 vs AC, miss.
Potion of Healing: Your hp is now at 26/full.
[Two-Rocks, Extra]
Two-Rocks takes ongoing 3 fire/necro, but saves against it at the end of his turn. Two-Rocks is at -6 hp.
[Crx, Extra]
Crx takes ongoing 6 fire/necro damage, bringing him to -12 hp and DEATH. (Correct me if I'm wrong, you die at negative bloodied, right?)
Map updating shortly!
OOC - Shouldn't we let our healers have a chance to revive me before I act and have to take the damage?
DeleteGood point. Your death is a future event that just might happen, but you cling to life for the moment!
DeleteMotir
ReplyDeleteEven as his allies fall, Motir stands his ground at the beast's feet. Even as enemies advance on him, Motir keeps his eyes on his demonic target. Even as the demonblood finishes its trek through his veins, Motir feels his focus remain stronger than ever. This is the true destiny the gods set out for him to fulfill.
"You will not defeat us, beast. We will always stand against you."
Solfang plunges again into Thran at the same time Motir directs a kick behind him at the sentry, knocking it down the slope.
"The gods have willed us to be here to stop your plans, and their aid enables us to do so!"
Motir feels the divine power of his unknown gods empowering him through Solfang and directs the energy to close the portal.
Tech
OOC: I had so much fun writing the above I almost posted with any tech stuff
Standard: Bond of Pursiot
+14 vs AC, roll twice take better
Damage is 2d4+13, and 6 damage to the sentry and push it 1 square if it's not a minion
Move and minor to close the portal, Religion +5
Vengeance hisses as he sees two of his allies knocked unconscious right off. He moves forward and sends healing energy at the nearest of them. He ponders the angel in the throne and the obstacle it presents and decides it needs to go. Nobody but him was allowed to sit on a throne, damn it, and this one was much too big anyway.
ReplyDelete[Tech]
Move: To H17
Minor: Majestic Word on Crx; surge + 4 HP and you can slide one square to wherever you feel like.
Standard: Vicious Mockery on the throne, +4 vs will, on hit 1d6+4
Crx
ReplyDeleteCrx coughs up bloody phlegm, and unsteadily rises to his feet, unbowed. A mystic orb appears in his fist and is thrown to the ground, shattering into crackling arcane energy and smoke, imbuing him with a renewed sense of purpose. A dagger flashes and strikes home.
Tech
Free - slide to K16.
Move - Stand.
Minor - Smash the Orb of Power, recharging the Dazing Strike.
Standard - Dazing Strike against Thran. +11 vs AC (included combat advantage), 1d4+2d6+8, and Thran is dazed until the end of my next turn. Also, gimme some hit points!
If I bloody Thran
Free - Press the Advantage - +11 vs AC, 2d4+5.
OOC: As a reminder, everyone should have combat advantage against Thran until my turn is over since he's dazed. :D
[Motir]
ReplyDeleteMotir slices deadly arcs with his artifact blade, the one once held by the Three River Paladin himself! Then, taking a moment to pray, the gods hear his cry and seal the portal!
Tech:
Bond of Pursuit, natural rolls 11 and 17, 31 vs AC, hit for 17 damage to Thran. Nearby Infernal Sentry destroyed (minion). Motir regains 4 hp and is at 28 hp.
Close the Portal, 16 and natural 20! Portal is closed.
[Vengeance]
Crx hears Vengeance's words and emboldened, comes back to the battle! Meanwhile, Vengeance's power forces a massive crack in the glass throne!
Tech:
Heal! Crx is back to 10 hp, and prone.
Vicious Mockery on the throne, 23 vs will, hit for 6 damage.
[Crx]
Crx' dagger seeks out his foe! Thran is seriously injured...
Tech:
At the start of his turn, Crx taked 6 fire/necro damage, and is at 4 hp.
Dazing Strike, 21 vs AC, hit for 15 damage!. Thran BOWS TO NO ONE, and is not dazed. However, Thran is BLOODIED! Crx regains 4 hp and is at 8 hp.
Press the Advantage - 23 vs AC, hit for 9 damage. Crx is now at 12 hp.
At the end of his turn, Crx saves vs the ongoing damage.
Del-Kai
ReplyDeleteStanding across the room, the wizard frowns. "We are strong, but I think Thran is stronger, yes? Maybe we should use this to our advantage."
Del-Kai dissolves into a puddle of deadly goo and wiggles through the two sentries, trying to melt them as he goes, before standing tall and enchanting Thran to attack himself.
TECH
Move: Acid Surge through the D9, then E11 Sentry, ending in E11
- +6 vs. Reflex on Sentry in D9 and Ell, 1d8+3 acid damage
Standard Action: Charm of Misplaced Wrath - the to-hit won't have any effect (since it's forced movement & daze) but it's +5 vs Will if you want to roll it.
- Effect: Thran makes a Melee Basic attack against himself with a +2 bonus to damage
Action Point: Hypnotism - +5 vs Will. Hit: Thran makes a Melee Basic Attack agaisnt himself with a +4 bonus to damage.
[Del-Kai]
ReplyDeleteDestroying the nearby infernal sentries with ease, Del-Kai manages to pierce Thran's mind... and in that brief joining, discovers the location of the Soulstone. It's in Thran's stomach!
Tech:
Move: Acid Surge through the D9, then E11 Sentry, ending in E11
- +6 vs. Reflex on Sentry in D9 and Ell, 1d8+3 acid damage
Tech: 18 and 21 vs Reflex, two hits. Both Infernal Sentries destroyed.
Charm of Misplaced Wrath, NATURAL 20!!!! I'll rule that the MBA will be "roll 2, take the better". Also he IS Dazed. He could only shake off one dazing.
-- Self-MBA, both natural 4's, miss. D'oh!
Hypnotism, 18 vs Will, hit!
-- Self-MBA, 29 vs AC, hit for 21 damage.
Next up, THRAN!
[Infernal Sentries]
ReplyDeleteThree more sentries lumber to life, seeking out the master's foes.
[Thran]
Realizing his mortality is on the line, Thran pulls out of of his most potent weapons. Drawing from the power of the soulstone within him, he summons a Sphere of Annihilation between Crx, Motir and Two-Rocks. All three are pulled in by the intense gravity forces, and are sent to the VOID.
Even Vengeance feels the pull, but resists...
Maw of the Void - Summons a Sphere of Annihilation at L15.
- Gravity Pull!
-- Crx, 17 vs Fort, Hit! Crx is pulled into the SoA and is annihilated.
-- Motir, 14 vs Fort, Hit! Motir is pulled into the SoA and is annihilated.
-- Two-Rocks, 19 vs Fort, Hit! Two-Rocks is pulled into the SoA and is annihilated.
DIE.
Hmm...would the -2 penalty from being dazed apply? Because if so, that would hopefully save at least Motir.
DeleteThis comment has been removed by the author.
DeleteYes, but I don't like the rolls you made. Will you factor them in again?
DeleteActually, his attacks would not be penalized.
DeleteText from the Dazed condition:
You grant combat advantage. You can take either a standard action,
a move action, or a minor action on your turn (you can also take free actions). You can’t take immediate actions or opportunity actions. You can't fl ank an enemy.
*********** Begin Round 3 ***********
Delete---
ReplyDelete[tech]
None.
:(
Del-Kai
ReplyDeleteSeeing his allies get pulled into the sphere of annihilation, the wizard starts to sweat. "Hmm...let's keep those claws pointed away from me, yes?" he mutters, as he tries to twist the dragon's mind.
TECH
Standard: Hypnotism, +5 vs. Will (+7 because he's dazed). Hit: He attacks himself with a +4 power bonus to the damage roll
[Del-Kai]
ReplyDeleteDel-Kai's magic forces Thran to mutilate himself in rage!
Tech:
Hypnotism, 19 vs Will, Hit!
- Self MBA, 25 vs AC, Hit for 24 damage!
Time to bust out those action points if you have them... the game ends tomorrow!
OOC: Any chance Thran summoning the sphere is a ranged attack that lets Motir get in an OA before being destroyed?
ReplyDeleteIt's not a ranged attack, but it IS an area attack... and does provoke OAs! I will give each of you who died a free OA today. That just might be enough if the rolls are hot!
DeleteVengeance swears and moves back as he watches three of his allies destroyed in seconds before firing his magic at Thran, screaming almost incoherent insults in rage and fear.
ReplyDelete"I CAN'T IMAGINE WHAT YOUR BILLS FOR SHOES MUST BE! YOUR DANCING PARTNERS MUST GO HOME WITH BROKEN FEET! I THINK WE'VE GOTTEN OFF ON THE WRONG FOOT!"
[tech]
Move to E14
Standard & AP: Vicious Mockery x2 on Thran, +4 vs Will on hit 1d6+4 damage and he takes a -2 penalty to attack rolls until the end of my next turn
Minor: Prepare to die
OOC: If you guys want to do me a quick favor... those who got slaughtered by the Sphere of Annihilation... post your MBA numbers while I take care of some work business this morning... that will help speed things up for me. Thanks!
ReplyDeleteGrelloc
ReplyDeleteThrowing back his head and howling as he sees his companions stretched and torn as they are pulled into the orb of void, the ranger tosses aside his crossbow and draws his longsword, his hand clenched tight enough about its hilt that his dark green skin goes pale at the knuckles. He takes a step forward, about to begin charging towards the demonic beast when he stops and looks down at his belt, seeing the rod tucked there, arcane sigils and runes ebbing on its surface. He grits his teeth and pulls the engraved length of metal from under his belt and points it at the towering monstrosity, speaking the activation phrase and releasing a burst of power rippling through the air towards their foe.
TechFire the Rod of Banishment +6 vs Will, on hit he disappears until the end of my next turn. This might give us enough time to smash that throne and release the celestial to help us finish him once and for all. Move to E15.
[Motir Opportunity Attack]
ReplyDeleteMotir manages one last thrust of the legendary sword before being destroyed forever in the void!
Tech: MBA, 23 vs AC, Hit for 18 damage!
[Crx Opportunity Attack]
ReplyDeleteCrx' blade cuts once more... and then his life is over.
Tech: MBA, 28 vs AC, Hit for 9 damage. Thran is critically wounded!
Two-Rocks gets no OA, as he was KO.
CONGRATS, VENGEANCE! Your Vicious Mockery will bring Thran to zero hp! You just blew his mind, literally.
ReplyDeleteThe timer has stopped. You have won!
Your final task - describe what this looks like. Good luck.
Crx's Ghost
ReplyDeleteXkkkxiiiskkkkk!*
*SUCK ON MY BROODEGGS BITCH!
The arcane power that's always flowed through Vengeance reaches a fever pitch, spurred on by his rage and terror. It builds in him and flows through him, lending his otherwise poorly-crafted insults a piercing, knee-weakening power.
ReplyDelete"Foul creature of darkness! You're a complete heel. Well no more toe-ing the line, today you shall know the agony of de-feet!"
The power of Vengeance's lame puns amplified by his magical skill streaks through the room and slams into Thran's head, invading his mind and twisting it a thousand different little ways until with a choked scream of agony Thran's mind tears apart under the assault.
As the dragon collapses, Vengeance moves forward and, for good measure, slaps the fallen dragon.
"Now, where's that Soulstone?"
"Sticks and stones may break my bones but words.... Holy SHIT! Is that a BARD?" -Thran's final words.
ReplyDelete