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Cold shadows seem to cling to this long-ruined chapel. In the center of the room stands a damaged statue that depicts a fierce demonic minotaur. One arm has broken off and lies in pieces at the statue's feet. Portions of the ceiling have fallen in, partially filling several small chambers behind the statue. A rusty iron door stands in the western wall.
OOC: The western wall is the top of the map. The red X's are corpses of old warriors. I just didn't have any icons to represent dead bodies so I used X's instead. From where Big John now stands he can see another corpse in location G1 and part of another in location L6.
Zyna steps through the door, but lurks along the back wall, eyes taking in what they can in the gloom of darkness. And are drawn to one particular thing. "Exile," her voice barely above a whisper, "can you put a light on that statue." There's only a bare question in there. She glowers, and regrips her shield. "This place used to be a minotaur city, right?" Frowning, she takes a quick glance at a visible corpse, but doesn't get any closer to study, just yet. "Looks like someone got caught in the Prince of Beasts' maze...."
mechanics Show Move: Walk to (J,8) Free: Knowledge on the Statue — Religion=21
Exile creeps forward and snaps the fingers of one hand softly. Something dark flutters from his pack to settle on one of the statue's horns. Then a soft blue glow fills the chamber, emitted from a sourceless light that seems to hang from the horn like a small lantern.
"Another door, alas," notes Exile, quietly. "Once we ascertain what killed that human, I will listen at the door. Perhaps we can exercise less caution this time." Exile moves into the room, mumuring the formulae that conjure his remote manipulator. Mechanics Show Walk to H10.
Cast Light on H5. Walk to I7.
Zyna spits in disgust as Exile's arcane illumination makes clear the features of the statue. "Just as I thought," she mutters at the likeness of a minotaur incarnation of Baphomet, "Lord of the Endless Maze." She gives a wary eye to the mage. "I have no problem rushing headfirst into something, Exile," she retorts, "but I'd like my soul to be able to find its way back to Letherna, not stuck in some insane labyrinth somewhere, as these poor fools likely were." She eyes his flicking tail, and gives him a bit of a smile, almost sweet, "Or is that one one of your progenitors, perhaps?"
Exile deigns to risk the concentration he's putting into his spell and opens one eye wide enough to peer at the ruined statue. "No," he says absently, closing his eye again. "I have traced my line back to a contract with Archduke Sebassis, may molten lead flow through his veins. Note the horns." The blue light glints off of Exile's black, antelope-like horns, which differ significantly from the bull horns of the statue.
"There's no necessity to note nepotism. Let's leave families out of this. It is actions, not bloodlines that define us."
Skadu moves in, staying close to the doors. "I agree Fairbanks, we are the sum of our actions"
ooc Show move to H8
Big John yells out a warning that a couple of the "corpses" are moving!
From out of the rubble lurches the body of a long-dead human warrior in tatterd black mail. Sunken flesh clings to its bones, and its lips have drawn back from its black teeth. it raises a rotting hand, revealing jagged claws as it hisses and attacks. W1, W2, W3, W4, W5 Initiatives Show Fairbanks is first. Remember, anybody can make a monster knowledge check at any time as a "no action".
With a silvery glint off his helm, Fairbanks charges an undead fiend and strikes!
Mechanics Show Minor Action - Activate Fighter Aura
Move action - Activate Duelists Assault Standard Action - Charge to H2 - MBA vs. W1 - MBA with Charge (1d20+12+1=23) Assuming a Hit - MBA Damage with Charge and Duelists Assault and Power Strike (1d8+10+4=19, 1d6=5, 1d8=4) 28 Damage total.
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Free: Religion — 8(!) fails miserably. Move: Walk to (J,3) Standard: Smite Undead @ (W,2) — 22 vs Will hits for 12 radiant damage; push to (J,1); W2 is Immobilized until end of next turn. In the sudden heat of battle, Zyna's mind draws a blank on what the enemies are. But she has an idea of how to defeat them. "Guess it's time for some deeds instead of creeds, then," she says, as if adding to the previous conversation. Striding toward Fairbanks, she jams her dagger into one's side; the flash of divine energy slams the undead into a nearby wall. Statblock Show HP: 43/47 | THP: 0 | Healing Surges: 6/9 | Surge Value: 11 AC: 21 | Fort: 17 | Ref: 18 | Will: 18 Speed: 5 | Init: +5 | PPer: 16 | PIns: 21 | Low-Light Action Points: 1/1 Conditions: Features: • Origin: Shadow • Allies (except Big John) all get +1 shield bonus to AC (Devout Protector Expertise) • Allies within 5 get +5 feat bonus to death saving throws (Harbinger of Rebirth) and +1 to Surge Value (Belt of Sacrifice) • +2 racial bonus to Death Saving Throws & Unconscious (Winterkin) • Resist 5 Necrotic (Death Domain) & 2 Poison (Amulet of Health) • Zyna gains 5 THP from using Healing Word • Zyna may use Healing Word as an Immediate Reaction when triggered by an enemy within 5 being reduced to 0 hp. • Zyna gets +2 bonus to attack rolls until end of next turn after using Second Wind. RBA: Dagger (5/10) — +11, 1d4+5 MBA: Dagger — +8, 1d4+2 Channel Divinity: [x] Standard: [A]Death's Shadow | [x]Smite Undead(CD) | [_]Inevitable Doom | [x]Curse of Misfortune | [_]Servitude in Death | [A]Tenebrous Blessing Move: [_]Shadow Jaunt Minor: [_] Blackened Soul | [_]Eye of the Vulture | [_][_]Healing Word | [_]Holy Cleansing | [_]Stay the Hand of Death(CD) Free: [_]Action Point | [_] Belt of Sacrifice | [_]Bloodied Determination | [_]Dwarven Chainmail | [_]In Death, Life | [_]Symbol of Battle Reaction: [_] Death Surge The undead yowls in pain as the radiance of the attack adds damage on top of the dagger's damage. It tries to move forward but it reflexively cringes against Zyna's fearful power. Standard: Total Defense: Defense Bonus +2 until SoNT The undead that Fairbanks hit tries to claw his face off. The attack hits but only leaves a couple of scratches, but Fairbanks feels some of his life force get drained. W1 Mechanics Show Standard: Claw vs Fairbanks: Attack vs AC, necrotic damage: (1d20+10=21, 1d6+4=5) Hit for 5 necrotic damage and Fairbanks loses a healing surge (he's now down to 1/9). W1 elects not to shift. Exile's turn.
As the wights get to their feet, Exile subtly alters the phraseology of his spell to turn the invisible but real forces into visible but unreal obstacles. These he flings toward the corner in an attempt to trick the undead long enough for his allies to reposition.
Mechanics Show Standard: Illusory Obstacles (area bust 1, enemies only, centered on G2) vs. Will of W1 and W4. (1d20+8=19, 1d20+8=13) Hit targets are dazed and cannot charge until the end of Exile's next turn. Missed targets cannot charge until the end of Exile's next turn. Stat Block
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Move: Walk to H9. Minor: None. Level: 5
AC: 18 Fort: 16 Ref: 16 Will: 16 HP: 38/39 Surge Value: 9 Surges Remaining: 3/7 Initiative: +3 Speed: 6 Passive Perception: 11 Passive Insight: 17 Action Point: 1 [ ] Second Wind: Unused. Spell attack modifier: +8 (+3 Int, +2 level, +2 enhancement, +1 feat) MBA modifier +10 (+3 Str, +2 level, +2, enhancement, +1 feat, +2 proficiency) Damage modifier: +5 (+3 Int/Str, +2 enhancement) Infernal Wrath [ ] Shield [ ] Sleep [ ] Blissful Ignorance [ ] Tasha's Forcible Conscription [ ] Noble Presence [ ] Other Notes: Staff Expertise: Has reach with staff. No OAs from area or ranged using staff. Evocation Apprentice: Can reroll a 1 on evocation damage, once per turn. Low-light vision. Resist 7 fire. Bloodhunt: +1 racial bonus to attack rolls against bloodied enemies. Will use Infernal Wrath on first enemy within 10 squares who hits him. DM may roll the 1d6+3 fire damage. Will generally use Shield on an AC or Reflex attack that it would cause to miss.
The undead on the far right scrambles over the rock pile in order to get to Exile, but when Exile moves back, it crashes head long into Skadu.
W3 Mechanics Show Standard: Charge to I8 using Claws vs Skadu: Attack (+charge) vs AC, necrotic damage: (1d20+10+1=27, 1d6+4=7) Hit for 7 necrotic damage and Skadu loses a healing surge (surges left 3/6). Effect: W3 can shift up to 3 squares to K8 You're next Big John.
"F'irbanks, Zynah yer gittin too fer away. Yer gunna git surrounded. Aihm stikin wit da wizards."
John steps back and infront of Skadu, getting ready to rebuff any charge. Actions Show Move: I5 to H7
Minor: Defend the Line Stance Standard: Ready MBA for any enemy that comes adjacent
One of the creatures in the next room comes around the corner to attack Big John. But BJ was ready for it and it misses in the wake of BJ's attack.
W5 Mechanics Show Move: to G6 (triggers BJ's readied action) Standard: Claw vs Big John: Attack vs AC, necrotic damage: (1d20+10=20, 1d6+4=6) Miss for no damage After BJ's RA is resolved it will be Skadu's turn.
Skadu covers one of the wraiths with darkness before moving back a bit and trying to slow down two of them at the far end with tentacles
mechanics Show void blast Vs W3 URL=http://dice.brainclouds.net/Result.aspx?ID=9DM37QW4]Shadow Tentacles vs Reflex vs W4, W1 26 reflex on W4, 21 reflex on W1 (did not account for cover)
The undead that Fairbanks hit is now leaking what passes for blood from Skadu's attack. The other creature slogs forward to attack Fairbanks. The coldness of the tentacles slowed its attack enough for Fairbanks to easily dodge it.
W4 Mechanics Show Move: to G3 Standard: Claw vs Fairbanks: Attack vs AC, necrotic damage: (1d20+10=14, 1d6+4=5) Miss for no damage Fairbanks is up to bat.
Seeing the vast amount of space between himself and his allies, Fairbanks swings ineffectually at the creature in front of him before moveing closer to his friends.
Mechanics Show Standard action = MBA vs. W1 - MBA vs W1 (1d20+12=13) Miss. Move Action - Move to I5
Even though Fairbanks tried to move carefully away from the undead, he still left himself open to attack. The creature manages to hit and follows Fairbanks.
W4 OA Show Claw vs Fairbanks: Attack vs AC, necrotic damage: (1d20+10=22, 1d6+4=8) Hit for 8 necrotic damage and Fairbanks loses a healing surge (now 0/9). Effect: The undead can shift up to 3 squares to I4 Ok Zyna, your turn.
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Move: Shift to (J,4) Standard: Inevitable Doom @ W4 — next attack causes 2d8 extra damage, hit or miss. Zyna nods at John's suggestion, drawing back toward the others. "That might not be such a bad idea after all...." She casts a look at one of the nearby undead, cursing it to its inevitable doom, as she sidles next to Fairbanks. "Not looking quite so good, is it?" Statblock Show HP: 43/47 | THP: 0 | Healing Surges: 6/9 | Surge Value: 11 AC: 21 | Fort: 17 | Ref: 18 | Will: 18 Speed: 5 | Init: +5 | PPer: 16 | PIns: 21 | Low-Light Action Points: 1/1 Conditions: Features: • Origin: Shadow • Allies (except Big John) all get +1 shield bonus to AC (Devout Protector Expertise) • Allies within 5 get +5 feat bonus to death saving throws (Harbinger of Rebirth) and +1 to Surge Value (Belt of Sacrifice) • +2 racial bonus to Death Saving Throws & Unconscious (Winterkin) • Resist 5 Necrotic (Death Domain) & 2 Poison (Amulet of Health) • Zyna gains 5 THP from using Healing Word • Zyna may use Healing Word as an Immediate Reaction when triggered by an enemy within 5 being reduced to 0 hp. • Zyna gets +2 bonus to attack rolls until end of next turn after using Second Wind. RBA: Dagger (5/10) — +11, 1d4+5 MBA: Dagger — +8, 1d4+2 Channel Divinity: [x] Standard: [A]Death's Shadow | [x]Smite Undead(CD) | [x]Inevitable Doom | [x]Curse of Misfortune | [_]Servitude in Death | [A]Tenebrous Blessing Move: [_]Shadow Jaunt Minor: [_] Blackened Soul | [_]Eye of the Vulture | [_][_]Healing Word | [_]Holy Cleansing | [-]Stay the Hand of Death(CD) Free: [_]Action Point | [_] Belt of Sacrifice | [_]Bloodied Determination | [_]Dwarven Chainmail | [_]In Death, Life | [_]Symbol of Battle Reaction: [_] Death Surge
The undead that was held immobilized shakes off its fear and approaches Zyna cautiously and attempts to claw Zyna's arm. After failing to connect it backs off to reevaluate.
W2 Mechanics Show Move: to J3 Standard: Claw vs Zyna: Attack vs AC, necrotic damage: (1d20+10=20, 1d6+4=7) Miss for no damage. Effect: shift to K2 The other undead tries to shake off its dizziness and puts itself into a defensive stance. W1 Mechanics Show Standard: Full Defense (Defense Bonus +2 until SoNT) Go ahead Exile.
Exile places his palm in the doorway, flush with the south wall of the room, and shoves. His allies sense a spell moving past them, but his enemies feel as if the room itself have shifted sickeningly northward, and this wrenches them psychically.
Mechanics Show Standard: Beguiling Strands (G8 to K4, enemies only) vs. Will of W3, W4, W5. (1d20+8=17, 1d20+8=13, 1d20+8=12) Hit enemies take 3 psychic damage and are pushed 3. I won't push any of them. Stat Block
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Move: Walk to G9. Minor: None. Level: 5
AC: 18 Fort: 16 Ref: 16 Will: 16 HP: 38/39 Surge Value: 9 Surges Remaining: 3/7 Initiative: +3 Speed: 6 Passive Perception: 11 Passive Insight: 17 Action Point: 1 [ ] Second Wind: Unused. Spell attack modifier: +8 (+3 Int, +2 level, +2 enhancement, +1 feat) MBA modifier +10 (+3 Str, +2 level, +2, enhancement, +1 feat, +2 proficiency) Damage modifier: +5 (+3 Int/Str, +2 enhancement) Infernal Wrath [ ] Shield [ ] Illusory Obstacles [X] Sleep [ ] Blissful Ignorance [ ] Tasha's Forcible Conscription [ ] Noble Presence [ ] Other Notes: Staff Expertise: Has reach with staff. No OAs from area or ranged using staff. Evocation Apprentice: Can reroll a 1 on evocation damage, once per turn. Low-light vision. Resist 7 fire. Bloodhunt: +1 racial bonus to attack rolls against bloodied enemies. Will use Infernal Wrath on first enemy within 10 squares who hits him. DM may roll the 1d6+3 fire damage. Will generally use Shield on an AC or Reflex attack that it would cause to miss.
The undead in Skadu's zone doesn't like being there so he skitters out around the zone to attack Zyna. It manages to make a small scratch and Zyna feels some of her life force leave her.
W3 Mechanics Show Move: to K4 Standard: Claw vs Zyna: Attack (+CA) vs AC, necrotic damage: (1d20+10+2=27, 1d6+4=5) Hit for 5 necrotic damage and lose a healing surge (now 5/9). Effect: Shift to L6 Big John, your turn.
John contines to hold against the dead, taking the opportunity to knock the closest one on it's back.
"Fi'rbanks, Zyna. Git yer behinds back tah meh." Actions Show Standard: MBA vs W5
27 vs AC; 14 damage, knocked Prone, and slowed until the end of John's next turn No Action: Power Strike - 2 damage
The undead gets back up while its claws scrape against BJ's leg armor making a noise not unlike fingernails on a chalkboard.
W5 Mechanics Show Move: stand up Standard: Claw vs Big John: Attack vs AC, necrotic damage: (1d20+10=20, 1d6+4=6) Miss for no damage Effect: shift up to 3 squares. Does not shift Skadu, you can now go.
Skadu sees one Wight almost defeated at tries to rip the last bits of its mind away
ooc Show Mind Shadows vs will Stealth Check
The undead that Skadu targets does not drop, though it does grab its head as if it is having a migrane headache.
The undead next to Zyna and Fairbanks decides that Fairbanks is the greater threat. It manages to find an opening in his armor then skitters to block access to the doors. This also leave it open for retaliation. W4 Mechanics Show Claw vs Fairbanks: Attack vs AC, necrotic damage: (1d20+10=24, 1d6+4=6) Hit for 6 necrotic damage, Fairbanks cannot lose any more surges. Effect: shift up to 3 squares to J7, provoking OA from Fairbanks After Fairbanks resolves his OA, it will be his turn.
As the undead creature retreats, the dragon eyes of Fairbanks' helm come alight and a spectral dragon spews holy fire after the wight.
In the afterglow of this, Fairbanks turns and give Skadu a brilliant smile, bolstering his spirits. The dashing duelist darts across the room and skewers and undead foe on the end of Dulcinea's shining blade. As the creature falls, the gems on the sword's hilt begin to glow and a rush of refreshing energy flows into the swordsman's tired body. He then turns and darts across the room and lays a resonding blow on another foe. "Ha-HA!" Mechanics Show Minor Action - Take Heart, Friend! on Skadu
Standard Action - Charge to G2 MBA vs. W1 - MBA vs. W1 Charge (1d20+12+1=32) Hit! Damage - MBA Damage vs. W1 +1d6 from Horned Helm (1d8+10+4=21, 1d6=1) 22 Damage total. If this drops W1, trigger Aecris weapon power (free action) - Regain 1 healing surge. ACTION POINT! Charge to J2 - MBA vs. W2 - MBA vs. W2 with Charge (1d20+12+1=32) Hit! Damage - MBA Damage vs. W2, +1d6 Horned Helm (1d8+10+4=19, 1d6=3) 22 Damage total.
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During Fairbanks' turn: Immediate Reaction (triggered by death of W1): Death Surge (close burst 3) (rolls here) • W2: 21 vs Fort hits for 8 psychic damage • W3: 14 vs Fort misses • W4: 11 vs Fort misses • W5: 28 vs Fort crits for 15 psychic damage Effect: Zyna, Fairbanks, and John each gain 5 THP and +2 to attacks until my eont (which means only I get the +2 effect). Free (triggered by bloodying of W5): In Death Life @ Fairbanks — Zyna spends HS, Fairbanks regains 13 hp. During Zyna's turn: Move: Shadow Jaunt to (F,7) (Insubstantial until sont) Standard: Tenebrous Blessing @ W5 — 28 vs Will (forgot +2 bonus w/roll) hits for 7 hp damage and W5 takes -2 penalty to damage until my eont. Free: Action Point for a Standard Action Standard: Death's Shadow @ W5 — 18 vs Fort. If it's a Hit: 12 cold&necrotic damage (only resisted if resistant to both), and use Symbol of Battle: • Symbol of Battle (triggered by successful attack): 7 extra damage. "Hold your horses, I'll be right there." As the undead creature goes down, death energy radiates from Zyna, fed by the creature's second death and disrupting the existence of some of the others. She feeds Fairbanks a little extra of her life force, to keep him going, then vanishes into shdow to reappear next to John. "See? Told you." She focuses her attention on the nearest animated corpse, trying repeatedly to disrupt its essense than put it back to the other side. Statblock Show HP: 38/47 | THP: 5 | Healing Surges: 3/9 | Surge Value: 11 AC: 21 | Fort: 17 | Ref: 18 | Will: 18 Speed: 5 | Init: +5 | PPer: 16 | PIns: 21 | Low-Light Action Points: 1/1 Conditions: Insubstantial (sont) Features: • Origin: Shadow • Allies (except Big John) all get +1 shield bonus to AC (Devout Protector Expertise) • Allies within 5 get +5 feat bonus to death saving throws (Harbinger of Rebirth) and +1 to Surge Value (Belt of Sacrifice) • +2 racial bonus to Death Saving Throws & Unconscious (Winterkin) • Resist 5 Necrotic (Death Domain) & 2 Poison (Amulet of Health) • Zyna gains 5 THP from using Healing Word • Zyna may use Healing Word as an Immediate Reaction when triggered by an enemy within 5 being reduced to 0 hp. • Zyna gets +2 bonus to attack rolls until end of next turn after using Second Wind. RBA: Dagger (5/10) — +11, 1d4+5 MBA: Dagger — +8, 1d4+2 Channel Divinity: [x] Standard: [A]Death's Shadow | [x]Smite Undead(CD) | [x]Inevitable Doom | [x]Curse of Misfortune | [_]Servitude in Death | [A]Tenebrous Blessing Move: [x]Shadow Jaunt Minor: [_] Blackened Soul | [_]Eye of the Vulture | [_][_]Healing Word | [_]Holy Cleansing | [-]Stay the Hand of Death(CD) Free: [x]Action Point | [_] Belt of Sacrifice | [_]Bloodied Determination | [_]Dwarven Chainmail | [x]In Death, Life | [?]Symbol of Battle Reaction: [x] Death Surge
The undead against Fairbanks recovers enough to attack him. The energy that Aecris drained just returned to the undead creature.
W2 Mechanics Show Standard: Claw vs Fairbanks: Attack vs AC, necrotic damage: (1d20+10=28, 1d6+4=5) Hit for 5 necrotic damage and lose a healing surge (back to 0/9) Effect: elects not to shift Exile is next.
Exile dispenses with illusion and enchantment for now and unleashes twin jets of green electricity toward the enemy. Encouraged by the effect this has, the mage grits his teeth and tries to maintain the attached strokes of energy. He is partially successful, and the wight engaged with Fairbanks is hurled off its feet to crumple against the wall. "Finish them off!" he commands, though doing so sets him to a fit of coughing after his magical exertion.
Mechanics Show Standard: Arc Lightning vs. Reflex of W2 (with bloodhunt) and W3. (1d20+9=22, 1d6+5=11, 1d20+8=19, 1d6+5=10) Stat Block
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Action point: Standard: Arc Lightning vs. Reflex of W2 (with bloodhunt) and W3. (1d20+9=19, 1d6+5=9, 1d20+8=13, 1d6+5=8) Move: Noble Presence. Big John and Skadu can shift 2 and have a +2 bonus to all defenses until the end of Exile's next turn. Minor: None. Level: 5
AC: 18 Fort: 16 Ref: 16 Will: 16 HP: 38/39 Surge Value: 9 Surges Remaining: 3/7 Initiative: +3 Speed: 6 Passive Perception: 11 Passive Insight: 17 Action Point: 0 [X] Second Wind: Unused. Spell attack modifier: +8 (+3 Int, +2 level, +2 enhancement, +1 feat) MBA modifier +10 (+3 Str, +2 level, +2, enhancement, +1 feat, +2 proficiency) Damage modifier: +5 (+3 Int/Str, +2 enhancement) Infernal Wrath [ ] Shield [ ] Illusory Obstacles [X] Sleep [ ] Blissful Ignorance [ ] Tasha's Forcible Conscription [ ] Noble Presence [X] Other Notes: Staff Expertise: Has reach with staff. No OAs from area or ranged using staff. Evocation Apprentice: Can reroll a 1 on evocation damage, once per turn. Low-light vision. Resist 7 fire. Bloodhunt: +1 racial bonus to attack rolls against bloodied enemies. Will use Infernal Wrath on first enemy within 10 squares who hits him. DM may roll the 1d6+3 fire damage. Will generally use Shield on an AC or Reflex attack that it would cause to miss.
The undead creature next to the wall charges at Fairbanks but stumbles over the edge of the rock pile it was trying to skirt.
W3 Mechanics Show Standard: Charge to J3 using Claw vs Fairbanks: Attack (+charge) vs AC, necrotic damage: (1d20+10+1=13, 1d6+4=10) Miss for no damage. Effect: Elects not to shift Big John, go.
John hacks away at the undead, crushing bones and knocking it down.
Actions Show Standard: MBA vs W4
25 vs AC; 18 damage and slowed ueJnt No Action: Takedown Strike 4 damage and knocked prone
No change in map except W4 is bloodied, slowed & prone.
Skadu's turn.
Skadu attempts to bring the wraith back to the darkness it knew, permanntly
mechanics Show move to I8 Void Blast Effect The blast creates a zone that lasts until the end of your next turn. The zone is heavily obscured and blocks line of sight. Star Pact (Binder) Any creature other than you that ends its turn in the zone takes psychic damage equal to your Intelligence modifier (4 damage).
The undead, knowing that staying in the zone is sure death (again) attempts to get up and leave.
W4 Mechanics Show Move: Stand up Standard: downgrade to move: to J5 (provokes OA from BJ & Skadu) After Big John & Skadu resolve their OAs it will be Fairbanks' turn.
While the undead dodges Skadu, it actually dodges into Big John's swing and BJ cuts it down.
No change in map, only W4 is now dead. Fairbanks, you're up.
Fairbanks, ragged and tired, swings Dulcinea at the undead fiend in front of him. He misses, but creates enough of a distraction to provide his companions an opening.
Mechanics Show Standard Action - MBA vs. W3. 1(1d20) +12 = 13
Miss. Move Action - Convert to Minor, Deactivate Fighter Aura Minor Action - Honourable Challenge.
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Start: lose Insubstantial Move: Walk to (J,4) Standard: Death's Shadow @ W3 — 18 vs Reflex hits(?) for 12 cold & necrotic damage (have to be resistant to both to resist damage) and target takes -2 penalty to all defenses against next attack targeting it. Grumbling, Zyna makes her way back through the rubble to join Fairbanks in attacking the creature. "Sooner done," she comments, while disrupting it with the call of Death, causing the undead to hesitate, leaving its defenses open to the next attacker. Statblock Show HP: 38/47 | THP: 0 | Healing Surges: 3/9 | Surge Value: 11 AC: 21 | Fort: 17 | Ref: 18 | Will: 18 Speed: 5 | Init: +5 | PPer: 16 | PIns: 21 | Low-Light Action Points: 0/1 Conditions: Features: • Origin: Shadow • Allies (except Big John) all get +1 shield bonus to AC (Devout Protector Expertise) • Allies within 5 get +5 feat bonus to death saving throws (Harbinger of Rebirth) and +1 to Surge Value (Belt of Sacrifice) • +2 racial bonus to Death Saving Throws & Unconscious (Winterkin) • Resist 5 Necrotic (Death Domain) & 2 Poison (Amulet of Health) • Zyna gains 5 THP from using Healing Word • Zyna may use Healing Word as an Immediate Reaction when triggered by an enemy within 5 being reduced to 0 hp. • Zyna gets +2 bonus to attack rolls until end of next turn after using Second Wind. RBA: Dagger (5/10) — +11, 1d4+5 MBA: Dagger — +8, 1d4+2 Channel Divinity: [x] Standard: [A]Death's Shadow | [x]Smite Undead(CD) | [x]Inevitable Doom | [x]Curse of Misfortune | [_]Servitude in Death | [A]Tenebrous Blessing Move: [x]Shadow Jaunt Minor: [_] Blackened Soul | [_]Eye of the Vulture | [_][_]Healing Word | [_]Holy Cleansing | [-]Stay the Hand of Death(CD) Free: [x]Action Point | [_] Belt of Sacrifice | [_]Bloodied Determination | [_]Dwarven Chainmail | [x]In Death, Life | [_]Symbol of Battle Reaction: [x] Death Surge
The undead clearly tries to shrug off Zyna's attack but due to it also being combined with cold it grimaces in pain.
Exile's turn. No change in map except Zyna is now at J4.
Exile levels a lightning charge at the creature, causing it an inordinate amount of stress.
Mechanics Show Standard: Arc Lightning vs. Reflex of W3. (1d20+8; 1d6+5) Invisible Castle is down so I just rolled a die at my desk. I snorted myself when it came up a 20, so if you don't believe that, then I hope you'll at least allow a hit using the damage I rolled, which was a 2 for a total of 7 lightning damage. If you do believe it, then you'll probably also believe that I rolled two 4s for my critical dice, for a total of 19 lightning damage. Stat Block
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Move: None. Minor: None. Level: 5
AC: 18 Fort: 16 Ref: 16 Will: 16 HP: 38/39 Surge Value: 9 Surges Remaining: 3/7 Initiative: +3 Speed: 6 Passive Perception: 11 Passive Insight: 17 Action Point: 0 [X] Second Wind: Unused. Spell attack modifier: +8 (+3 Int, +2 level, +2 enhancement, +1 feat) MBA modifier +10 (+3 Str, +2 level, +2, enhancement, +1 feat, +2 proficiency) Damage modifier: +5 (+3 Int/Str, +2 enhancement) Infernal Wrath [ ] Shield [ ] Illusory Obstacles [X] Sleep [ ] Blissful Ignorance [ ] Tasha's Forcible Conscription [ ] Noble Presence [X] Other Notes: Staff Expertise: Has reach with staff. No OAs from area or ranged using staff. Evocation Apprentice: Can reroll a 1 on evocation damage, once per turn. Low-light vision. Resist 7 fire. Bloodhunt: +1 racial bonus to attack rolls against bloodied enemies. Will use Infernal Wrath on first enemy within 10 squares who hits him. DM may roll the 1d6+3 fire damage. Will generally use Shield on an AC or Reflex attack that it would cause to miss.
The creature snarls in severe pain at Exile's attack, but in the situation that is in it cannot do much than move out from between Zyna and Fairbanks and take out its frustration of Fairbanks.
W3 Mechanics Show Move: shift to I2 Standard: Claw vs Fairbanks: Attack vs AC, necrotic damage 11(1d20) +10 = 21; 6(1d6) +4 = 10 Hit for 10 necrotic damage and lose a healing surge if able Big John is next, then Skadu & Fairbanks. No need to wait for me to update the encounter thread. If W3 is still alive after Fairbanks, Zyna & Exile can go again. EDIT: Made a mistate. Should be W3, not W4.
Skadu, Fairbanks, & Zyna delays and Exiles zaps the undead into oblivion.
Encounter over. XP: 200 each No treasure of any kind. You have a secure room for an extended rest if you wish.
Once the battle is over and the undead remains examined, the group determines that the undead are creatures called wights, a type of undead that feed on the life essence of the living. Searching around the rubble you find nothing of interest other than the room is left alone by the duergar. The iron door to the west (top of map) is locked and jammed, possibly by rubble on the other side. The dwarven characters on the outside of the double doors is in the duergar dialect saying "KEEP OUT" & "UNDEAD".
With Exile's magical help, the group makes the doors look as if they were not disturbed and settle in for a well deserved rest. Nothing untoward happens during the set watches. Exile's bat wants to flitter about, but that's all the commotion you hear. In the morning (how can you tell it's morning underground?) the group wakes up and has a light breakfast. Then you start discussion on what to do next. OOC: Where do you want to go next?
"I've been pondering this door. I recommend we go through it, as the inhabitants of the keep are unlikely to feel the need to guard it from the other side. It's more of a wall than a door at this point, but nothing we can't deal with, though it may take some time."
"Ah 'gree. They mite know wer' sum'er in 'er but they d'n't know wer' 'er. Tru 'der is better th'n da frunt dor."
"Definitely better." Zyna leans in to study the iron door. "What do you think, gents, can these hinges be broke quiet-like?"
The group having experienced stubborn doors before easily gets through this one. Beyond the door is darkness but Exile brings out his light. The corridor ends with a skeletal minotaur statue carrying a greataxe. With a crypt to the right, you can assume that it is the minotaur's version of the grim reaper. The crypt contains about two dozen burial niches along the walls. You can tell that nothing here has been disturbed for a couple centuries. The last thing to examine is another door to which opens relatively easily compared to some of the ones you've come across. The corridor beyond is about 25 feet in length with a 10-foot stairway heading downward. The corridor ends in another locked iron door. Beyond the door you hear some sounds but nothing distinguishable.
![]() The corridor to the left leads to the next encounter. Use this map to place yourselves and roll initiative. If you are stealthy enough you gain surprise. The leftmost door on this map is the same as the rightmost door on the next encounter map. I don't have this corridor shown on that map.
Exile will begin as far back as he can on the stairs and still see into the room. Fairbanks will start as far forward as possible.
"As soon as we are out of this place I will begin researching any spell or ritual or curse or nursery rhyme that allows me to pass through jammed doors. Can we pick the lock on this one, or should John use his key?" John's weapon glints in the light from Exile's staff. Mechanics Show Exile initiative. (1d20+3=8)
Fairbanks initiative. (1d20+5=8) That is funny. Fairbanks is ahead of Exile, obviously.
Skadu takes a careful look at the door and fiddles with the locking mechanism a bit. With a quiet click, it unlocks
ooc Show thievery check 14(1d20) +7 = 21 thievery
Carefully opening the door to see what's beyond, the whole group hears in their own native language the following:
You hear harsh, hissing laughter, "Look, Durkkel," one voice says. "It doesn't like me! Should I be afraid?" "It needs to learn some respect, Marshk," another voice replies. "If I pluck out one of its eyes, it might think twice about glaring at you." Looking into the chamber: This expansive chamber contains three large wells. One holds a pool of water, but two are simply deep pits with laddres leading donw. A large brazier full of coals sits near a rubble pile in the southeastern part of the chamber. Three gray dwarves stand guard here, along with two humanoid creatures with lashing tails and bodies covered in sharp spines.
Initiative: 10
Starting: A3 (unless someone else wants point?)
Zyna lines up behind John, ready to act whenever he goes into the room.
Init: 22, starting in (B,3), assumes John is at point in (A,3)
Skadu fallis into line
ooc Show not sure how wide it is, D3 seems open so I'll start there. Feel free to adjust if needed
Ok, let's get this show on the road.
D1, D2 Initiatives Show F Initiative Show G1, G2 Initiatives Show Zyna is first unless she delays. I'm assuming the door is already open a crack so it will be a free action to open it the rest of the way. You have a surprise round. One action and all enemies are granting CA.
The following assumes that Zyna can move, open the door the rest of the way, and continue the movement. If this isn't the case, then she delays until after John, and then moves.
As the door opens, Zyna hustles into the room, deciding to head to the right, widdershins about the pool of water. Getting a good look at the two figures ahead of her, she tries to place them precisely, based on what she knows of such things.... Mechanics Show Move: Walk to (L,1) Free: Knowledge Check @ the two Ds. Result using Arcana was 13; I think the check for Knowing Immortals actually should have been Religion (which would have made the result 18 instead), but I'll let the DM handle it.
Skadu's turn. Or you can wait to see what Zyna remembered or you can even do your own knowledge check (which is religion by the way).
Zyna places them. "Spinagons," she explains to her cohorts, "or spiny devils, I think you'd call them? Pure concentrated evil. One touch could turn us all into hermit crabs." She flashes a grim smile, a sign of her being a bit over the top with her strange sense of humor.
Skadu concentrates for a moment, and seems to disappear into the shadows of the stairs
occ Show use one with shadow power. until the end of your next turn, you can make Stealth checks to become hidden when you have any cover or concealment. In addition, you can use cover from your allies to become hidden or to remain hidden.
Fairbanks enters the room with an alliterative warcry. Exile moves to the doorway.
Spoiler: Show Fairbanks: Walk to M7.
Exile: Walk to O3.
Now the fun begins.
The guard furthest from the door manages to recover from his surprise first and charges Big John while increasing his anger all the way by stamping his feet. However, stamping his feet slowed him down too much to get an accurate hit. G1 Mechanics Show Move: to I7 Minor: Infernal Anger: Effect: Until the start of the guard’s next turn, its melee attacks deal 4 extra fire damage, and if an enemy adjacent to the guard moves, the guard can shift 1 square as an immediate reaction. Standard: Charge to L6 using Warhammer vs Big John: Attack (+charge) vs AC, damage: (1d20+9+1=16, 1d10+6=8) Miss for no damage and BJ is marked by G1 until end of G1's next turn. Zyna is up.
Mechanics
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Standard: Servitude in Death @ D2 — 22 vs Will hits for 14 necrotic damage (includes 1d10 from Symbol of Power) Free: Action Point Standard: Dagger(RBA) @ D2 — 27 vs AC hits for 9 hp damage Move: Walk to (J,1) Carefully picking her way along the wall, Zyna focuses her attention entirely upon the nearest of the spinagons. "Aye, you'll do nicely. Once I teach you to die, you'll do quite well indeed." With a flick of the wrist, her dagger flies from her hand and embeds itself in the devil, leaving behind it a black-blooded tattoo in the shape of a talon. "You'll probably barely notice," she continues, flashing it a toothsome grin. Statblock Show HP: 47/47 | THP: 0 | Healing Surges: 9/9 | Surge Value: 11 AC: 21 | Fort: 17 | Ref: 18 | Will: 18 Speed: 5 | Init: +5 | PPer: 16 | PIns: 21 | Low-Light Action Points: 0/1 Conditions: When D2 dies, it returns to life at the start of its next turn as an undead creature allied to & dominated by Zyna (until it dies again), w/-2 defenses, 1 hp (no dmg on miss), & cannot heal. Features: • Origin: Shadow. • Allies (except Big John) all get +1 shield bonus to AC (Devout Protector Expertise). • Allies within 5 get +5 feat bonus to death saving throws (Harbinger of Rebirth) and +1 to Surge Value (Belt of Sacrifice). • +2 racial bonus to Death Saving Throws & Unconscious (Winterkin). • Resist 5 Necrotic (Death Domain) & 2 Poison (Amulet of Health). • Zyna gains 5 THP from using Healing Word. • Zyna may use Healing Word as an Immediate Reaction when triggered by an enemy within 5 being reduced to 0 hp. • Zyna gets +2 bonus to attack rolls until end of next turn after using Second Wind. RBA: Dagger (5/10) — +11, 1d4+5 MBA: Dagger — +8, 1d4+2 Channel Divinity: [_] Standard: [A]Death's Shadow | [_]Smite Undead(CD) | [_]Inevitable Doom | [_]Curse of Misfortune | [x]Servitude in Death | [A]Tenebrous Blessing Move: [_]Shadow Jaunt Minor: [_] Blackened Soul | [_]Eye of the Vulture | [_][_]Healing Word | [_]Holy Cleansing | [_]Stay the Hand of Death(CD) Free: [x]Action Point | [_] Belt of Sacrifice | [_]Bloodied Determination | [_]Dwarven Chainmail | [_]In Death, Life | [x]Symbol of Battle Reaction: [_] Death Surge
Little creature, that hurt, but not as much as I will hurt you.
The spined devil flies up to Zyna and claws at her. But its flight was a little too wobbly for the attack to be successful. D2 Mechanics Show Move: Fly to I2 altitude 1 Standard: Claw vs Zyna: Attack vs AC, damage: (1d20+11=14, 2d6+7=16) Miss for no damage. Skadu is next.
Skadu moves in and looks nervously at the devils. He elects to go into the corner
mechanics Show Move to N1 Shadow tentacles centered on K6 Shadow tentacles
The other spined devil flies over and launches an attack of its spines at Big John and Fairbanks while making sure not to hit its duergar allies. The duergar stomping his feet caused the hot spines to miss Big John, but Fairbanks was not so lucky.
D1 Mechanics Show Move: Fly to H7 altitude 2 Standard: Fiery Spines (CBlast 5, enemies only) vs Big John and Fairbanks: Attack vs Reflex, fire damage: (1d20+9=15, 1d20+9=21, 2d6+4=7) Miss Big John for no damage, hit Fairbanks for 7 fire damge and ongoing 5 poison damage. OOC: Please make note of any resistances I might have missed. Thx. Next up is Big John.
John hunkers down under his shield, wethering the attacks thrown against him. He takes a swipe at the duregar in front of him but cannot connect.
"F'irbanks" he growls. "Ah got this all plug'd up h're. See if yah kin help out Zyna." Actions Show Minor: Activate Defend the Line
Standard: MBA vs G2 Natural 1!
The duergar facing Fairbanks sees that Big John is the greater threat and starts getting himself into a rage. Once he's fully "hot under the collar" he lets his rage go with a warhammer strike against Big John, but his swing goes wide.
G2 Mechanics Show Minor: Infernal Anger: Effect: Until the start of the guard’s next turn, its melee attacks deal 4 extra fire damage, and if an enemy adjacent to the guard moves, the guard can shift 1 square as an immediate reaction. Standard: Warhammer vs Big John: Attack vs AC, damage: (1d20+9=11, 1d10+6=11) Miss for no damage but BJ is marked by G2 (replaces G1's mark) The leader finally makes his move. He evaluates the field and decides that Exile and Skadu are the greatest threats to him. He breaths some purplish fumes towarst them. The fumes gets into their lungs and eyes causing them to cough and rub their eyes in pain. F Mechanics Show Standard: Vile Fumes (AB2/15) centered N3 vs Skadu and Exile: Attack vs Fortitude, poison damage: (1d20+9=21, 1d20+9=21, 1d8=5) Hit Skadu & Exile for 5 poison damage and both are blinded until the end of F's next turn OOC: If you have any poison resistence, let me know. Fairbanks' turn. Already taken the ongoing damage into account.
Fairbanks makes a distraction slash at the Duergar in front of him and moves to support Zyna.
Mechanics Show Standard Action = MBA vs.G2 - MBA vs. G2 (1d20+12=19)
Miss. Move Action - Move to M1, Provokes OA Minor Action - Activate Fighter's Aura Saving Throw - Saving Throw (1d20=15)
The duergar ignores Fairbanks attack due to Big John's menacing grin.
Exile's turn.
Exile rage at being blinded channels directly into the spell he had been starting to cast. A sheet of flame leaps from his hands, fluttering toward no particular target. Exile lets out a roar of pain and frustration, and the spell explodes above the pool, sending tendrils of fire and clouds of boiling vapor into the room. He elects to remain in the doorway for now.
Mechanics Show Standard: Fireball (area burst 3 at I5) vs. Reflex of D1, D2, G1, G2, and F (with partial cover). (4d6+5=24, 1d20+8=27, 1d20+8=10, 1d20+8=16, 1d20+8=20, 1d20+6=14) Hit creatures take 24 fire damage, missed creatures take 12 fire damage. Stat Block
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Move: None. Minor: None. Level: 5
AC: 18 Fort: 16 Ref: 16 Will: 16 HP: 34/39 Surge Value: 9 Surges Remaining: 7/7 Initiative: +3 Speed: 6 Passive Perception: 11 Passive Insight: 17 Action Point: 1 [ ] Second Wind: Unused. Spell attack modifier: +8 (+3 Int, +2 level, +2 enhancement, +1 feat) MBA modifier +10 (+3 Str, +2 level, +2, enhancement, +1 feat, +2 proficiency) Damage modifier: +5 (+3 Int/Str, +2 enhancement) Infernal Wrath [ ] Shield [ ] Illusory Obstacles [ ] Sleep [ ] Shock Sphere [ ] Fireball [X] Noble Presence [ ] Other Notes: Staff Expertise: Has reach with staff. No OAs from area or ranged using staff. Evocation Apprentice: Can reroll a 1 on evocation damage, once per turn. Low-light vision. Resist 7 fire. Bloodhunt: +1 racial bonus to attack rolls against bloodied enemies. Will use Infernal Wrath on first enemy within 10 squares who hits him. DM may roll the 1d6+3 fire damage. Will generally use Shield on an AC or Reflex attack that it would cause to miss.
Fireball Results
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I'm doing this to be clear. D1 is hit and takes 14 fire damage (has resist 10 fire). D2 is missed and takes 2 fire damage (resist 10 fire). G1 & G2 are hit and take 19 fire damage (has resist 5 fire). F is missed and takes 2 fire damage (has resist 10 fire). One other thing, F did not have any cover. See rules compendium page 220. The duergar guards, even though flames normally do not harm them, are hurt by Exile's magical flames. One of the devils and the duergar leader do not seem to take notice and the other devil simply grimaces a little, but is still none the worse for wear. It is also fortunate that the fireball exploded near the ceiling to spare the slaves chained in the pits. The first guard only spares Exile a dirty look and then concentrates on Big John once again. G1 Mechanics Show Start of Turn: Infernal Anger Recharge: 1d6=4 Fail. Standard: Warhammer vs Big John: Attack vs AC, damage: (1d20+9=20, 1d10+6=14) Miss for no damage, but BJ is now marked by G1 until EoNT. Zyna, your foes seem resistant to fire and you know that the duergar are also resistant to poison. Do your best.
Tactical Action: Zyna delays until after end of D2's turn.
Zyna uses the situation to her advantage, forcing the devil to act first before committing to any one particular action.
The devil next to Zyna flies up out of Zyna's reach and blasts Zyna, Fairbanks, and Skadu with its spines.
D2 Mechanics Show Move: Flying shift to I2 altitude 2 Standard: Fiery Spines (CBlast 5) vs Zyna, Fairbanks, Skadu: Attack Zyna, Fairbanks (no CA), Skadu (with CA) vs AC, fire damage: (1d20+9=13, 1d20+9=17, 1d20+9+2=29, 2d6+4=7) Miss Zyna for no damage, hit Fairbanks & Skadu for 7 fire damage and ongoing 5 poison (save ends) Ok Zyna, D2 has gone.
Mechanics
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Move: Walk to (H,5) Standard: Charge @ G1 — Move to (K,6), Bull Rush (2 STR Check + 1 charge + 2 CA = +5) 6(1d20) +5 = 11 vs Fort missed. Moving on from the devil, for the time being anyway, Zyna circles around the pool, then rushes at the guards, trying to use her shield as increased mass in order to shove one of them over the lip and into the water below. However, she isn't able to get her full weight into it, and while the duergar is distracted from its proper defense against John. Statblock Show HP: 47/47 | THP: 0 | Healing Surges: 9/9 | Surge Value: 11 AC: 21 | Fort: 17 | Ref: 18 | Will: 18 Speed: 5 | Init: +5 | PPer: 16 | PIns: 21 | Low-Light Action Points: 0/1 Conditions: When D2 dies, it returns to life at the start of its next turn as an undead creature allied to & dominated by Zyna (until it dies again), w/-2 defenses, 1 hp (no dmg on miss), & cannot heal. Features: • Origin: Shadow. • Allies (except Big John) all get +1 shield bonus to AC (Devout Protector Expertise). • Allies within 5 get +5 feat bonus to death saving throws (Harbinger of Rebirth) and +1 to Surge Value (Belt of Sacrifice). • +2 racial bonus to Death Saving Throws & Unconscious (Winterkin). • Resist 5 Necrotic (Death Domain) & 2 Poison (Amulet of Health). • Zyna gains 5 THP from using Healing Word. • Zyna may use Healing Word as an Immediate Reaction when triggered by an enemy within 5 being reduced to 0 hp. • Zyna gets +2 bonus to attack rolls until end of next turn after using Second Wind. RBA: Dagger (5/10) — +11, 1d4+5 MBA: Dagger — +8, 1d4+2 Channel Divinity: [_] Standard: [A]Death's Shadow | [_]Smite Undead(CD) | [_]Inevitable Doom | [_]Curse of Misfortune | [x]Servitude in Death | [A]Tenebrous Blessing Move: [_]Shadow Jaunt Minor: [_] Blackened Soul | [_]Eye of the Vulture | [_][_]Healing Word | [_]Holy Cleansing | [_]Stay the Hand of Death(CD) Free: [x]Action Point | [_] Belt of Sacrifice | [_]Bloodied Determination | [_]Dwarven Chainmail | [_]In Death, Life | [x]Symbol of Battle Reaction: [_] Death Surge
Skadu's turn. Take 5 poison damage. Already taken into account.
A bit unsure, where everyone, Skadu focuses, trying to ignore the painful poison wound.
A cloud of shadow appears above the Thuerge's head and tentacles reach out from a portal grabbing all those around it mechanics Show Centered on G8, 1 square up so its above F Web Of Shadows vs D1, F
You think you have me!? When I get free, I will show you how scary the shadows from the Nine Hells can be.
D1 Mechanics Show Start of Turn: Fiery Spines recharge: 1d6=1 Fail Standard: Full Defense: Defense Bonus +2 until SoNT End of Turn: Save vs Immobilization: 1d20=19 Success Big John, you are marked by G1. Your turn.
John steps back a bit and tries to push the devil dwarf into the pit but the little thing is too tough.
Actions Show Minor: Hammer Hands stance Move: Shift M6 to M7 Standard: MBA vs G1 14 vs AC, Miss
The second duergar gets his anger brewing again as he attacks Big John.
G2 Mechanics Show Start of Turn: Infernal Anger recharge: 1d6=5 Success Minor: Infernal Anger: Effect: Until the start of the guard’s next turn, its melee attacks deal 4 extra fire damage, and if an enemy adjacent to the guard moves, the guard can shift 1 square as an immediate reaction. Standard: Warhammer vs Big John: Attack vs AC, damage: (1d20+9=23, 1d10+6=12) Hit for 12 damage + 4 fire damage (total 16 damage) and Big John is marked by G2 until EoNT The theurge calmly looks over his situation and decides to use a hail of fire against his enemies. F Mechanics Show Start of Turn: Vile Fumes recharge: 1d6=1 Fail Standard: Brimstone Hail (AB2/15) centered M3 vs Fairbanks, Skadu, Exile: Attack (Fairbanks, Skadu (+CA), Exile (+CA)) vs Reflex: (1d20+9=19, 1d20+9+2=21, 1d20+9+2=29) Fire damage: (1d8+4=5) Hit Fairbanks, Skadu, Exile for 5 fire damage and all are knocked prone. Note: Exile takes no damage due to resistance but is still knocked prone. End of Turn: Save vs Immobilization: 1d20+2=5 Fail Fairbanks, you are leaking some vital fluids. Your turn.
No change in map except that Fairbanks is no longer bloodied.
Exile's turn.
Exile regains his footing and leans into the room. The eyes the devils, but decides to even the odds on the ground first. Crimson lightning lances out, seeking the blood of the duergar soldiers.
Mechanics Show Move: Stand.
Standard: Arc Lightning vs. Reflex of G1 and G2 (both with Bloodhunt). (1d20+9=19, 1d6+5=9, 1d20+9=27, 1d6+5=6) Evocation Apprentice to reroll the 1. (1d6=3). G1 takes 9 lightning damage. G2 takes 8 lightning damage.
The lightning seems to reenergize the guard's anger and attacks Big John with renewed vigor. However, the lightning affected his aim more than he thought.
G1 Mechanics Show Start of Turn: Infernal Anger recharge: 1d6=6 Success Minor: Infernal Anger: Effect: Until the start of the guard’s next turn, its melee attacks deal 4 extra fire damage, and if an enemy adjacent to the guard moves, the guard can shift 1 square as an immediate reaction. Standard: Warhammer vs Big John: Attack vs AC, damage: (1d20+9=18, 1d10+6=8) Miss for no damage but is still marked by G1 until EoNT The devil's spines seem to be regrowing slower than it would like so it flies down to land beside Skadu and Exile to keep them occupied and to force Fairbanks to take the long way around. But one of its wings brushes against the wall nearly tipping it over into the water causing it to flail its arms in trying to keep balance while also attacking Skadu and failing miserably. D2 Mechanics Show Start of Turn: Fiery Spines recharge: 1d6=2 Fail. Move: Fly to N4 (avoiding OA from Skadu) altitude 0 (ground level) Standard: Claw vs Skadu: Attack vs AC, damage: (1d20+11=12, 2d6+7=17) Crit miss for no damage. Zyna, the two duergar are still beating (or trying to) on Big John. You're up.
Mechanics
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Standard: Death's Shadow @ G1 — 18 vs Reflex hits for 10 cold & necrotic damage & G1 has -2 to all defenses for next attack against him (until my eont). Minor: Healing Word @ Skadu — he spends a surge and regains 15 hp. Zyna herself gains 5 THP. Notice: As soon as an enemy within 3 spaces of Zyna dies, I will be triggering Death Surge as an Immediate Reaction. Zyna keeps her focus on one of the guards, using her affinity with entropy to bring down the duergar's abilities at defending himself, converting that into something with which to feed and strengthen Skadu in his own fight. "Finish these off, John," she grunts, through the effort, "so we can deal with the devils, eh?" She smirks at her own pun. Statblock Show HP: 47/47 | THP: 5 | Healing Surges: 9/9 | Surge Value: 11 AC: 21 | Fort: 17 | Ref: 18 | Will: 18 Speed: 5 | Init: +5 | PPer: 16 | PIns: 21 | Low-Light Action Points: 0/1 Conditions: G1 has -2 to all defenses for the next attack against him until the end of my next turn. • When D2 dies, it returns to life at the start of its next turn as an undead creature allied to & dominated by Zyna (until it dies again), w/-2 defenses, 1 hp (no dmg on miss), & cannot heal. Features: • Origin: Shadow. • Allies (except Big John) all get +1 shield bonus to AC (Devout Protector Expertise). • Allies within 5 get +5 feat bonus to death saving throws (Harbinger of Rebirth) and +1 to Surge Value (Belt of Sacrifice). • +2 racial bonus to Death Saving Throws & Unconscious (Winterkin). • Resist 5 Necrotic (Death Domain) & 2 Poison (Amulet of Health). • Zyna gains 5 THP from using Healing Word. • Zyna may use Healing Word as an Immediate Reaction when triggered by an enemy within 5 being reduced to 0 hp. • Zyna gets +2 bonus to attack rolls until end of next turn after using Second Wind. RBA: Dagger (5/10) — +11, 1d4+5 MBA: Dagger — +8, 1d4+2 Channel Divinity: [_] Standard: [A]Death's Shadow | [_]Smite Undead(CD) | [_]Inevitable Doom | [_]Curse of Misfortune | [x]Servitude in Death | [A]Tenebrous Blessing Move: [_]Shadow Jaunt Minor: [_] Blackened Soul | [_]Eye of the Vulture | [x][_]Healing Word | [_]Holy Cleansing | [_]Stay the Hand of Death(CD) Free: [x]Action Point | [_] Belt of Sacrifice | [_]Bloodied Determination | [_]Dwarven Chainmail | [_]In Death, Life | [x]Symbol of Battle Reaction: [_] Death Surge
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