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Flag Astromath March 17, 2013 4:18 AM PDT
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.     
Flag swmabie March 17, 2013 8:56 PM PDT
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
Flag Centauri March 18, 2013 10:37 AM PDT
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.
Flag swmabie March 18, 2013 11:48 AM PDT
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?"
Flag Centauri March 18, 2013 12:06 PM PDT
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.
Flag Loki5654 March 18, 2013 2:24 PM PDT
"There's no necessity to note nepotism. Let's leave families out of this. It is actions, not bloodlines that define us."
Flag Astromath March 18, 2013 3:13 PM PDT
Fairbanks & Skadu still have a free round of movement.
Flag whatami March 18, 2013 3:57 PM PDT
Skadu moves in, staying close to the doors. "I agree Fairbanks, we are the sum of our actions"

ooc Show

move to H8
 
Flag Loki5654 March 18, 2013 7:25 PM PDT
Mechanics Show
Knight to J4
Flag Astromath March 18, 2013 8:09 PM PDT
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".   
Flag CALEBROBERTS March 18, 2013 8:31 PM PDT
"Luk, its movin!"

Religion: 3
Flag Loki5654 March 18, 2013 9:40 PM PDT
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.
 
Flag swmabie March 19, 2013 9:15 AM PDT
Mechanics Show

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



Flag Astromath March 19, 2013 4:40 PM PDT

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.

W2 Mechanics Show

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. 

Flag Centauri March 20, 2013 10:35 AM PDT
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.
Move: Walk to H9.
Minor: None.
Stat Block Show
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.
Flag Astromath March 20, 2013 1:22 PM PDT
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. 
Flag CALEBROBERTS March 20, 2013 2:01 PM PDT
"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
Flag Astromath March 20, 2013 7:24 PM PDT
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. 
Flag CALEBROBERTS March 20, 2013 8:13 PM PDT
John slashes at the arms of the creature, cutting off cunks of rotten flesh parrying its attack.

Readied Action Show
MBA vs W5
16+4(HE)= 20 vs AC; 10+1(PS) = 11 damage and slowed until the end of John's next turn
Flag whatami March 21, 2013 4:44 PM PDT
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
3(1d20) +9 +1 = 13; 7(2d6) +7 = 14


Miss, 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. 

Move to G8
Action point
Shadow tentacles centered on F2 (area 1)


URL=http://dice.brainclouds.net/Result.aspx?ID=9DM37QW4]Shadow Tentacles vs Reflex vs W4, W1
16(1d20) +9 +1 = 26; 12(1d20) +9 = 21; 4(1d10) +7 = 11[/url]


 26 reflex on W4, 21 reflex on W1 (did not account for cover)
11 cold damage on hit and slowed 
Zone is difficult terrain until end of my next turn



 

Flag Astromath March 21, 2013 5:37 PM PDT
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. 
Flag Loki5654 March 22, 2013 8:09 PM PDT
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

 
Flag Astromath March 23, 2013 4:44 AM PDT
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. 
Flag swmabie March 23, 2013 7:37 AM PDT
Mechanics Show

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

Flag Astromath March 23, 2013 9:02 AM PDT
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.     
Flag Centauri March 25, 2013 11:35 AM PDT
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.
Move: Walk to G9.
Minor: None.
Stat Block Show
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.
Flag Astromath March 25, 2013 4:20 PM PDT
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. 
Flag CALEBROBERTS March 27, 2013 9:22 AM PDT
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
Flag Astromath March 27, 2013 12:13 PM PDT
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. 
Flag whatami March 28, 2013 5:28 PM PDT
Skadu sees one Wight almost defeated at tries to rip the last bits of its mind away

ooc Show


Mind Shadows vs will
19(1d20) +9 +1 = 29; 9(1d10) +7 = 16
 

29 Will vs W1 for 16 psychic damage

If it drops, hidden lore triggers
possible stealth check if it drops of


Stealth Check
7(1d20) +11 = 18
 

move to H9

 


 


 
Flag Astromath March 28, 2013 7:51 PM PDT
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. 
Flag Loki5654 March 29, 2013 9:49 PM PDT
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.
Flag swmabie March 30, 2013 8:31 AM PDT
Mechanics Show

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



Flag Astromath March 30, 2013 6:38 PM PDT
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. 
Flag Centauri April 1, 2013 11:15 AM PDT
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)
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.
Stat Block Show
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.
Flag CALEBROBERTS April 1, 2013 11:24 AM PDT
John shifts to I7
Flag Astromath April 1, 2013 9:42 PM PDT
OOC Show
I'm going to wait for Skadu to decide to shift of not.
 
Flag whatami April 2, 2013 9:04 PM PDT
ooc Show

I'll pass on shifting
 
Flag Astromath April 3, 2013 3:52 AM PDT
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. 
Flag CALEBROBERTS April 3, 2013 5:50 AM PDT
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
Flag Astromath April 3, 2013 1:34 PM PDT
No change in map except W4 is bloodied, slowed & prone.

Skadu's turn. 
Flag whatami April 4, 2013 9:33 PM PDT
Skadu attempts to bring the wraith back to the darkness it knew, permanntly

mechanics Show

move to I8

Void Blast
7(1d20) +9 = 16; 5(2d6) +7 = 12

void blast over W4, 16 Will for 12 psychic damage


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).


 


 
Flag Astromath April 11, 2013 6:05 AM PDT
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.    
Flag whatami April 11, 2013 3:51 PM PDT
Skadu tries to grab onto the undead as it leaves

ooc Show  
Flag CALEBROBERTS April 11, 2013 10:28 PM PDT
John swings at the vile undead
Actions Show
18+Heroic Effort=22 vs AC, 13 damage
Flag Astromath April 12, 2013 6:01 AM PDT
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.   
Flag Loki5654 April 13, 2013 7:57 PM PDT
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.
 
Flag Astromath April 14, 2013 7:35 AM PDT
Map updated

Go Zyna 
Flag swmabie April 15, 2013 5:32 PM PDT
Mechanics Show

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

Flag Astromath April 16, 2013 6:57 AM PDT
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.   
Flag Centauri April 16, 2013 10:35 AM PDT
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.
Move: None.
Minor: None.
Stat Block Show
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.
Flag Astromath April 16, 2013 8:55 PM PDT
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. 
Flag CALEBROBERTS April 16, 2013 9:04 PM PDT
John charges at the remaining undead but can't quite finish it off all the way.

Actions Show
Charge W3
31 vs AC; 10 damage and slowed uentSpoiler: Show
 
Flag Astromath April 17, 2013 4:38 AM PDT
BJ is at I3.  Skadu & Fairbanks.
Flag Astromath April 17, 2013 7:58 PM PDT
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.       
Flag Astromath April 19, 2013 9:19 AM PDT
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?     
Flag Centauri April 23, 2013 10:57 AM PDT
"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."
Flag CALEBROBERTS April 23, 2013 11:22 AM PDT
"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."
Flag swmabie April 23, 2013 8:10 PM PDT
"Definitely better."  Zyna leans in to study the iron door.  "What do you think, gents, can these hinges be broke quiet-like?"
Flag Astromath April 25, 2013 2:06 PM PDT
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. 
Flag Centauri April 26, 2013 10:24 PM PDT
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.
Flag whatami April 27, 2013 11:20 AM PDT
Skadu takes a careful look at the door and fiddles with the locking mechanism a bit. With a quiet click, it unlocks

ooc Show
Flag Astromath April 27, 2013 12:48 PM PDT
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.
Flag CALEBROBERTS April 28, 2013 3:45 PM PDT
Initiative: 10
Starting: A3 (unless someone else wants point?)
Flag swmabie April 28, 2013 9:20 PM PDT
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)
Flag whatami April 30, 2013 1:01 PM PDT
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

initiative
16(1d20) +2 = 18

 


 
Flag Astromath April 30, 2013 4:34 PM PDT
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.       
Flag swmabie May 2, 2013 9:13 PM PDT
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.
Flag Astromath May 2, 2013 9:26 PM PDT
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).
Flag swmabie May 3, 2013 9:37 AM PDT
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.
Flag whatami May 3, 2013 4:39 PM PDT
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. 
 
Flag Astromath May 3, 2013 6:16 PM PDT
Big John, your turn.
Flag CALEBROBERTS May 3, 2013 10:21 PM PDT
John gives Fairbanks a hand signal to go the the right.  He then launches out the door to the left, rushing the unsuspecting Duregar.

Actions Show
Charge D2 - end in M6
34 vs AC
7+4(p.s.)= 11 damage
Flag Astromath May 4, 2013 4:18 AM PDT
OOC:  I think you meant G2.

Go ahead Fairbanks. 
Flag Centauri May 6, 2013 11:44 AM PDT
Fairbanks enters the room with an alliterative warcry. Exile moves to the doorway.

Spoiler: Show
Fairbanks: Walk to M7.
Exile: Walk to O3.
Flag Astromath May 6, 2013 3:53 PM PDT
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.
Flag swmabie May 6, 2013 7:55 PM PDT
Mechanics Show

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

Flag Astromath May 6, 2013 8:31 PM PDT
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.
Flag whatami May 7, 2013 1:18 PM PDT
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
17(1d20) +9 = 26; 15(1d20) +9 = 24; 9(1d10) +7 = 16


16 cold damage each and slowed.
The burst also creates a zone of difficult terrain that lasts until the end of your next turn. 



 

Flag Astromath May 7, 2013 3:53 PM PDT
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. 
Flag CALEBROBERTS May 7, 2013 6:13 PM PDT
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!
Flag Astromath May 7, 2013 8:30 PM PDT
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. 
Flag Loki5654 May 8, 2013 3:10 PM PDT
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)
Flag Astromath May 8, 2013 6:06 PM PDT
The duergar ignores Fairbanks attack due to Big John's menacing grin.

Exile's turn. 
Flag Centauri May 9, 2013 11:47 AM PDT
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.
Move: None.
Minor: None.
Stat Block Show
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.
Flag Astromath May 9, 2013 1:26 PM PDT
Fireball Results Show
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.
Flag swmabie May 9, 2013 4:17 PM PDT
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.
Flag Astromath May 9, 2013 8:18 PM PDT
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.
Flag swmabie May 10, 2013 9:29 PM PDT
Mechanics Show

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

Flag Astromath May 11, 2013 5:03 AM PDT
Skadu's turn.  Take 5 poison damage.  Already taken into account.
Flag whatami May 13, 2013 4:30 PM PDT
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
11(1d20) +9 +1 = 21; 16(1d20) +9 +1 = 26; 5(2d6) +7 = 12

21 reflex vs D1 
26 reflex vs F 
12 necrotic on hit and immobilized save ends, half damage on miss and slowed, save ends

EffecT: The burst creates a zone that lasts until the end of the encounter. Any creature that willingly enters the zone is immobilized until the end of its next turn. 


Skadu moves back to the the door, trying to re-orient himself. Move to N3
poison save: 12(1d20) = 12 

 


 
Flag Astromath May 13, 2013 6:43 PM PDT
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.     
Flag CALEBROBERTS May 13, 2013 10:04 PM PDT
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

 
Flag Astromath May 14, 2013 3:41 AM PDT
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.
Flag Loki5654 May 16, 2013 9:50 AM PDT
Fairbanks stands up and steadies himself, shaking off the effects of the poison.

Mechanics Show
Move Action - Stand up from Prone
Minor Action - Duelist's Assault Stance
Standard Action - Second wind

Saving throw - 1d20=16
Flag Astromath May 16, 2013 1:50 PM PDT
No change in map except that Fairbanks is no longer bloodied.

Exile's turn. 
Flag Centauri May 16, 2013 10:32 PM PDT
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
Flag Astromath May 17, 2013 5:53 AM PDT
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.
Flag swmabie May 19, 2013 2:01 PM PDT
Mechanics Show

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

Flag Astromath May 19, 2013 4:25 PM PDT
No change in map.

Dark tendrils seem to be eminating from Zyna seeking a creature that's getting ready to die.

Skadu, your turn.   
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