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[D&D 4E] Depths of Madness (Game Thread)

dresdenphiledresdenphile Watch out for snakes!Registered User regular
edited July 2011 in Critical Failures
Depths of Madness, a D&D 4E PbP adventure for five level 10 characters.

The party:
Matthaias, the Unforgiven: Revenant Invoker - by tzeentchling
Nils Blackhammer: Dwarf Fighter - by streever
Evosin: Changeling Sorcerer - by The Cow King
Jin Merkle: Changeling Assassin by astrobstrd
Devin Black: Human Artificer by Denada

Deceased:
Torinn Sedinn: Dragonborn Bard - Killed by a Balhannoth in the Forlorn Tower.

***************************************

Wellspring, a frontier town, is surrounded by rugged and dangerous territory. Beyond the riverfront square, narrow streets wind through tightly packed homes, some of which rise two or three stories. The roads are cobbled and clean. Four bridges allow passage over the various waters that run through the town, and a steep wall encircles the entire place.

Wellspring Map
243gsci.jpg

The human Lord Garen Criswell is the hereditary ruler of the town. He is in charge of the town’s justice, defense, and laws. From among the guilders and commoners, the lord appoints a town council to handle running the town’s public business.

Wellspring nestles in a valley, astride a river known as the Chill and between two arms of the Kadagast Mountains. The town’s folk are farmers and fishers. Cultivated farmland surrounds the community. Less than two miles away is Kord’s Tankard, a deep lake fed by runoff from the mountains. A Nerathi road winds down from a northern pass, heading south and splitting into a westward arm. Paved with cut stone, the roads still see caravans from the north.

The most common travelers, though, are pilgrims devoted to the deity Ioun and her saint, Estered. Each year brings another band of devout to the town’s center square. They pay their respects under an ancient statue of Estered, under which the mystic’s tomb is alleged to be hidden.

Wellspringers, famous skeptics, can’t help but wonder if the statue actually marks the grave. They keep their doubts to themselves, since the pilgrims play an important part in Wellspring’s economy. To the pious, Wellspringers are gracious hosts quick to doff their caps to the statue.

Your party has stopped in this town to resupply and take a well-deserved break from adventuring. You're currently boarded at The Blue Plate, the most reputable tavern and inn of Wellspring. Based on the town's history, you suspect that you'll be able find work with little difficulty should you stay for a while.

And....go!

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dresdenphile on
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Posts

  • streeverstreever Registered User regular
    edited February 2010
    "Well my friends," Nils addresses his comrades with a hearty gusto. "Who would have thought we'd survive that battle with the frost giants? Surely we bested not only the Jaarl Clan, but the fates themselves. What's next for the Bravado Five?" Nils takes a deep drink from his tankard, before looking at Matthaias, clearly waiting for a critical reply. "We're still waiting for the new song, too, big fellow," he says, slapping Torinn on the back and points a thick finger at him.

    streever on
  • tzeentchlingtzeentchling Doctor of Rocks OaklandRegistered User regular
    edited February 2010
    "Of course we survived. Fate decreed it," Matthaias replies, a sardonic grin upon his lips. "Though the outcome may indeed have been different had Evosin not distracted them by proposing marriage to the Jaarl's daughter in disguise."

    Matthaias sips his goblet of mead and lets his eyes drift over the crowd, observing from within the cowl of his cloak. His raven brand hurt almost not at all tonight, a mere dull ache serving as a reminder of his patron and his promise. Fleetingly, he wished he could share the triumphs of he and his group's latest exploits with his past selves. He was sure that if he could have reached them, they would approve.

    tzeentchling on
  • WhiteWolfWhiteWolf Registered User regular
    edited February 2010
    "Blackhammer, my stout friend, how many times must I tell you not to rush creativity! Although I have finished a lyric or two about the climax of our battle... And then the great giant breathed his last breath, as I forced the large creature to laugh to death!"

    Torinn bursts into a laughter of his own as he takes a large swig from his own mug.

    "It's been a while since we've had a chance to just sit and talk like this." He muses as he begins scrawling some notes and musical lines on a piece of parchment he had kept stuffed in his pocket.

    WhiteWolf on
  • The Cow KingThe Cow King a island Registered User regular
    edited February 2010
    "Oh my close friends you give me far to much credit! I wasn't expecting that silly ploy to work, I tried the very same thing back in my solo day's of wandering from tavern to tavern. Barely gave me enough time to sneak away from the guards!" chuckled Evosin with a stupid smirk on his face. "But alas I can't take all the credit because of course you Matthaias took advantage of the situation to show him who his God is."

    Evosin took a long sip of the refreshing ale, this was one of the nice consistencies in his life, aside from his friends of course. At every opportunity he just liked to relish in moments like this when the chaos is quiet as he knows all to soon that it will start swirling again.

    "I agree with Torinn it has been a long good while since we hadn't have to worry about such dangerous dangers, and are finally free to sit and enjoy each others company. This is not correct no? I suspect we should enjoy it while it last but if you lead, know that I will follow." said Evosin as he ordered for another rounds. Today would be a good day.

    I'm having a little trouble with the picture since I can't draw and can't find anything that really works even a little bit. I'm terrible with Google searches so it may take me a day to get a picture.

    The Cow King on
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  • astrobstrdastrobstrd So full of mercy... Registered User regular
    edited February 2010
    Jin listened in on the conversation without interjecting too much. Their travels had been difficult up to this point and he was enjoying the bottle of wine and fatted goose that he had sprung for. Sometimes understanding what drove these heroes was difficult, but he knew that he enjoyed his time with them and the deeds he used his talents for now-a-days brought him much more joy than anything he did as a thrall of Lolth.

    He may not understand their drive to heroism, but he felt that in many ways he knew his companions now perhaps even more than they knew themselves. Evosin, of course expected his plan to succeed, it was unusual actually that it hadn't. The sorcerer was more effortlessly charming than Jin was and Jin worked at it like it was a second blade. Torinn modestly presented his new verse, but Jin knew that by the morning the bard would have turned that simple line into an epic, the recitation of which would drive an army to the edge of the nine hells themselves. Matthaias made jokes, but his mind was elsewhere. His divine spells had carved the frost giant's gnoll army in half, but he would be more focused on what he could do better next time than on the victory he had achieved. Nils was joyous now, but he knew how quickly the dwarf could slip into melancholy. Either way, his hammer and shield had kept several blades from Jin's own throat.

    He knew these things, yet couldn't move his mind from the young girl selling cheeses at the market today. She was not beautiful by any normal standard, but she had an exquisite birthmark that disappeared below her collar and Jin longed to see what the rest of it looked like.

    Jin raised his glass to the group, "It is said that it is a curse to lead an interesting life. I say that we should not have it any other way. To the calm before the storm, gentlemen! I would not brave it with anyone else!"

    astrobstrd on
    Selling the Scream Podcast: https://anchor.fm/jeremy-donaldson
  • streeverstreever Registered User regular
    edited February 2010
    Nils enthusiastically joins in the toast. "To fellowship! To adventure!" Soberly, he continues. "Let us not get carried away with relaxing, gentlemen. We're going to find more trouble then we care to before our stay here is over, this I guarantee. Kord himself has taken an interest in our affairs, and we'll find ourselves in battle sooner then one might hope." Still in good spirits, he begins to feel a mild sense of anxiety, worried about whatever that battle will be. "No sense in worrying now, though. We may as well enjoy ourselves tonight, sleep well, and then visit the town Square tomorrow."

    streever on
  • dresdenphiledresdenphile Watch out for snakes!Registered User regular
    edited February 2010
    Light rain has done nothing to disperse the pilgrims crowding the square near Wellspring’s massive temple to Ioun. All are praying or looking in awe at the old statue rising from the square’s center. The bay window you're seated in front of gives you an almost voyeuristic sensation as you see the pious travelers giving praise to Ioun. Nearby, merchants hawk baubles and food.

    This serene scene is suddenly shattered by a single scream that quickly turns into a chorus as citizens and pilgrims alike start to flee something they’ve seen.

    dresdenphile on
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  • streeverstreever Registered User regular
    edited February 2010
    "No one likes a prophet," Nils mutters to himself. "I guess this is our signal, gentlemen."
    ready! Nils will draw his weapons. I volunteer to be first out the door.

    streever on
  • astrobstrdastrobstrd So full of mercy... Registered User regular
    edited February 2010
    "Time to put on my game face." Jin snaps his skull mask into place and rises from the chair. The sudden change in his body language and demeanor is familiar by now, but one hardly can get used to it. The languid form of the relaxing, charming rogue is soon replaced by a grim sentinal wrapped in swirls of shadow. The same smile that moments ago seemed ready to charm the barhand into giving you your rooms for free, now looked sinister as Jin drew the obsidian blade he called "Mercy" from the infinitely deep bag at his side.

    ready! Jin will try to stay on the periphery of the group and may use Seeker of Shadow if we roll initiative.

    astrobstrd on
    Selling the Scream Podcast: https://anchor.fm/jeremy-donaldson
  • WhiteWolfWhiteWolf Registered User regular
    edited February 2010
    "You know, one of these days we're going to find a town to stay at that DOESN'T need us to solve their problems. Until then..." Torinn grunted as he ran towards the door behind Nils, drawing his songblade. The party was most likely used to the soft humming that echoed from the blade as it was free from its sheathe.

    ready! Weapon and shield out, Torinn is going to be standing right next to Nils.

    WhiteWolf on
  • tzeentchlingtzeentchling Doctor of Rocks OaklandRegistered User regular
    edited February 2010
    The scream draws Matthaias out of his self-reflection and back into the world. "I guess we'll be checking out the town square now, Nils. No rest for the wicked!" He picks up his staff and makes his way out the door, behind his companions.

    Matthaias will be in the rear of the group if possible, staff at the ready.

    tzeentchling on
  • The Cow KingThe Cow King a island Registered User regular
    edited February 2010
    "What's this then, can't have a good nights rest? Ah well it was to good to be true." sighs Evosin as he readies his dagger and starts to focus. "Raven go ahead and tell me what you see it could be useful." Whisper Evosin as a small blue Raven comes jolted out of seemingly no where.

    I'm ok being anywhere in the group, the reach of chaos knows no bounds.

    The Cow King on
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  • dresdenphiledresdenphile Watch out for snakes!Registered User regular
    edited February 2010
    You are able to quickly brush past pilgrims that are pouring into The Blue Plate for refuge. Cries of horror erupt as three beaked brains trailing barbed tentacles come to hover above the square’s occupants. A constable lunges at one, and the creature quickly pulls him off his feet, tearing him apart in a shower of gore. At that moment, the largest of the three speaks in a foul tongue.

    Jin:
    The creature shouts in Deep Speech, "The Tear is close! Find it! Search wood and stone, blood and bone.”

    Roll Initiative!

    dresdenphile on
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  • streeverstreever Registered User regular
    edited February 2010
    Prepared almost preternaturally--perhaps a warning delivered by Kord himself--Nils is ready for the assault.
    "Town guard! Stand down! We'll send these creatures back to whatever hell they hail from."

    Should dice rolls go in spoilers?
    Initiative: 1d20+8 25

    streever on
  • astrobstrdastrobstrd So full of mercy... Registered User regular
    edited February 2010
    Jin is again amazed at the concern his group immediately shows for the townfolk. Jin didn't want to see anyone hurt, but if they could provide a distraction, then...Jin focuses his thoughts. The shadows that play at the folds of his cloak envelop him completely and he disappears after saying, "I'll look for a weak spot, it sounds like they are looking for something called 'the Tear'."
    Initiative 29

    Free Action: Seeker of Shadow (+4 to my next damage roll. Silent and invisible until I hit something. Once I hit something, invisible and silent until the end of my next turn.

    astrobstrd on
    Selling the Scream Podcast: https://anchor.fm/jeremy-donaldson
  • WhiteWolfWhiteWolf Registered User regular
    edited February 2010
    "I was hoping for something as small as bandits. This, I was not expecting." Torinn notes as he readies for the coming battle. He seems hesistant to charge in first, however.
    Initiative: 1d20+9 12

    This... could have been better.

    WhiteWolf on
  • The Cow KingThe Cow King a island Registered User regular
    edited February 2010
    Evosin flounders as he gets a grip on his dagger. With a small sigh "I'm with Torinn I wasn't expecting this."

    The Cow King on
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  • tzeentchlingtzeentchling Doctor of Rocks OaklandRegistered User regular
    edited February 2010
    Matthaias is dumbfounded by the monsters in front of him. Instinctively, he tries to consult with his memories to see if there was any recollection; emptiness responds. Of course, he thinks, but the delay costs him precious time.

    Initiative: 1d20+6 8. Slow Invoker is slow.

    Note: If Matthaias is attacked with a melee attack, he will use his utility Angelic Visage (Immediate Reaction):
    Trigger: An enemy within 5 squares of me makes an attack roll against me.
    Effect: The target takes -2 to the attack roll. After the attack, the attacker is pushed 3 squares.

    Also remember the Gloves of Antipathy have a property that requires an attacker to spend one additional square of movement to move adjacent to me.

    tzeentchling on
  • dresdenphiledresdenphile Watch out for snakes!Registered User regular
    edited February 2010
    Round 1

    Map:
    27zdwcg.jpg
    Map Information:
    Buildings: One-story buildings stand about 3 squares tall, while two-story buildings stand twice as high. The temple of Ioun rises 6 squares above the battlefield. The wooden doors are all good quality and barred while the doors to the temple are strong and locked. Doors would require a skill check to break into or just break. Climbing the buildings requires Athletics checks.

    Estered’s Statue: The statue stands 4 squares tall, requires an Athletics check to climb, and acts as blocking terrain for determining cover.
    Initiative:
    Jin
    Nils

    Horrid Grell 1
    Horrid Grell 2
    Grell Philosopher

    Evosin
    Torinn
    Pilgrims
    Mattias


    Initiative Special Info:
    Initiative will be handled in "clusters." When you're cluster comes up, anyone in the cluster can go, regardless of their actual initiative roll. For example, if initiative looks like this:

    A
    B
    C
    Enemy
    Enemy
    D
    E
    Enemy

    A, B, or C can go. After all three of them go, two enemies go. Then, D or E can go. Once they both go, it's the next enemy's turn. I want to do this to keep the game moving along. With that in mind, if you have powers that have lasting effects, be mindful if you have used those benefits or not (you can't delay your turn to keep reaping positive benefits, for example).
    PC Information:
    Evosin - 67/67 HP - Status: Normal
    Torrinn - 73/73 HP - Status: Normal
    Nils - 86/86 HP - Status: Normal
    Jin - 66/66 HP - Status: Normal
    Matthias - 64/64 HP - Status: Normal
    Enemy Information:
    Grell Philosopher: HP 224; Bloodied 112 -- AC 27; Fortitude 21, Reflex 24, Will 23 -- Status: Normal
    Grell Horror 1: HP 192; Bloodied 96 -- AC 26 Fortitude 21, Reflex 22, Will 19 -- Status: Assassin's Shroud [1]
    Grell Horror 2: HP 192; Bloodied 96 -- AC 26 Fortitude 21, Reflex 22, Will 19 -- Status: Normal
    Special Encounter Information:
    Pilgrims: When the grells attack, pilgrims crowd the square where indicated on the map. The pilgrims are noncombatants and don’t have statistics. Creatures (including PCs) can enter and end their movement in spaces containing pilgrims, but such squares count as difficult terrain.

    The pilgrims are pious, but they don’t want to die. They are going to do their damnedest to get off the map ASAP.
    ***************************
    First combat Rules and Regulations
    Your combat blocks should look similar like this (below is just an example in terms of powers and actual numbers):

    Fred's Turn

    Move Action: F4 to C9 (provoking OA from Orc 2)

    Standard Action: Cleave - Str vs AC (Orc 1, AC: 17),

    Attack: +17 (inc +2 combat advantage) = 30 - HIT
    First Damage: 1d6+12 = 18 damage

    Minor Action: Nature's Wrath - Enemy 1 marked by PC

    SUMMARY
    * PC is now in C9
    * Orc 2 gets an Opportunity Attack on PC
    * Orc 1 takes 18 damage (7 HP remaining)

    Any questions on this, PM me or OOC color the question in the game thread.

    Up Next: Jin or Nils!

    dresdenphile on
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  • streeverstreever Registered User regular
    edited February 2010
    can anyone teleport me? if so I'll "delay" until after that is resolved. Otherwise, I will double move to be as close as possible.

    streever on
  • astrobstrdastrobstrd So full of mercy... Registered User regular
    edited February 2010
    Unfortunately, I know what these are and they don't really play well to Jin's strengths, oh well, he doesn't know that...

    Jin's Turn
    Move and Standard: Double Move from O30 to X18.

    Free: Place a shroud on Grell Horror #1

    Jin races to his right around the crowd. These things look like bad business, but Mercy loves fresh meat and hopefully the crowd would add to his ability to take them by surprise. Once he gets within range, shadows swirl around the closest beast highlighting its weak points to Jin's trained eye.

    astrobstrd on
    Selling the Scream Podcast: https://anchor.fm/jeremy-donaldson
  • tzeentchlingtzeentchling Doctor of Rocks OaklandRegistered User regular
    edited February 2010
    I have a group teleport, but it's only 3 squares, so not so much use right now.

    tzeentchling on
  • streeverstreever Registered User regular
    edited February 2010
    I have no idea what they are, but Nils will still fearlessly engage them! Whatever it takes to protect innocent lives. Sorry if my summary is too detailed, I'm over-explaining because this is new to me. Let me know if I messed anything up: I caught my error on damage (added +8 instead of +6) but this is my first time playing a fighter & one of my first combats above 6th level

    Realizing that they only had seconds to get to the monsters before they managed to kill or hurt more of the pilgrims, the stout dwarf breaks into a full-out run. Fueled by adrenalin alone, he overcomes the next few steps, slamming his heavy shield into the Horror.

    His strength is as legendary as Torrin sings: the horror is launched backwards, slamming heavily into the ground. The dwarf grimly looks over his shield, prepared for the next assault, but breathing heavily as he catches his wind from the sudden exertion.

    Nil's Turn
    Move + Standard Action: Double Run (14) M29 ending at N15

    Action Point!

    Standard: Charge vs Horror 2 at O11: 1d20+14 26 1d10+8 17 (I accidentally did +8 damage, should be +6 for Shield Bash)

    Attack: 24 (-5 from Run, +1 from Charge, +2 power description, vs Reflex 22) - HIT
    Damage: 15 (1d10, 9, +6)
    Horror 2 is Marked, and Knocked Prone in P10
    Nils gains +1 ac/reflex (Shield Defense feat: a power requiring a Shield hit)

    SUMMARY
    Action Point used
    PC Ends at N12
    Grants CA to enemies until end of my next turn
    +1 AC/Reflex
    +1 AC from Agile Plate (Property: +1 to AC unless bloodied)
    29 AC total
    Horror 2 takes 15 damage, is at 177/192
    Horror 2 is Marked (takes -2 to attacks not including me)
    Horror 2 is Prone in P10

    Hope I did everything right!
    Up next: Horrors!

    streever on
  • astrobstrdastrobstrd So full of mercy... Registered User regular
    edited February 2010
    Should I make a stealth check? The description of stealth with invisibility and silence is a bit murky to me, as is what happens when I'm hidden and place a shroud. In this particular situation it may not matter, but I just wish to know for the future.

    astrobstrd on
    Selling the Scream Podcast: https://anchor.fm/jeremy-donaldson
  • dresdenphiledresdenphile Watch out for snakes!Registered User regular
    edited February 2010
    Yes, you can do that. And, yes, in this particular situation, it may not matter.

    dresdenphile on
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  • dresdenphiledresdenphile Watch out for snakes!Registered User regular
    edited February 2010
    Round 1.5

    Though the creatures have no eyes, their attention swivels directly in the Dwarf's direction.

    The creature that Nils knocked down slowly floats back up to his original position and lashes out with its tentacles. Fortunately for Nils, the grell was still shaken from the surprise attack from the dwarf, and the tentacles merely draw sparks as they slash against stone.

    The grell that spoke before cackles in Deep Speech, "Ah, a child of Moradin! What a fine feast you'll make for my brothers! Kill him!" The monster crackles with electricity and a bolt of energy strikes the fighter square in the eyes.

    Nils vision blurs as another grell quickly wraps tentacles around him. The monster quickly pulls the dwarf close and sinks its beak into his soft, yielding flesh. Nils feels poision quickly enter his blood, and he's suddenly filled with the sensation that he's been petrified.

    Pilgrims scatter as the grells begin their assault on the fighter, running towards the temple of Ioun and The Blue Plate for sanctuary from the vile creatures.

    Enemy Actions:
    Grell Philosopher:
    Free Action: Alert Allies
    Move Action to N8
    Standard: Lightning Lance vs. Nils: Hit! for 14 Lightning Damage, and Nils is Blinded (Save ends)

    Horrid Grell 1:
    Move Action to N10
    Standard: Tentacle Grab: Hit! for 13 damage and Nils is Grabbed.
    Minor: Venomous Bite: Hit! for 7 damage, and Nils is Stunned (save ends)

    Horrid Grell 2:
    Move Action: "Stand" up
    Standard Action: Tentacle Rake: Miss!
    Map:
    282nfhl.jpg
    Map Information:
    Buildings: One-story buildings stand about 3 squares tall, while two-story buildings stand twice as high. The temple of Ioun rises 6 squares above the battlefield. The wooden doors are all good quality and barred while the doors to the temple are strong and locked. Doors would require a skill check to break into or just break. Climbing the buildings requires Athletics checks.

    Estered’s Statue: The statue stands 4 squares tall, requires an Athletics check to climb, and acts as blocking terrain for determining cover.
    Initiative:
    Jin
    Nils

    Horrid Grell 1
    Horrid Grell 2
    Grell Philosopher

    Evosin
    Torinn
    Pilgrims
    Mattias


    Initiative Special Info:
    Initiative will be handled in "clusters." When you're cluster comes up, anyone in the cluster can go, regardless of their actual initiative roll. For example, if initiative looks like this:

    A
    B
    C
    Enemy
    Enemy
    D
    E
    Enemy

    A, B, or C can go. After all three of them go, two enemies go. Then, D or E can go. Once they both go, it's the next enemy's turn. I want to do this to keep the game moving along. With that in mind, if you have powers that have lasting effects, be mindful if you have used those benefits or not (you can't delay your turn to keep reaping positive benefits, for example).
    PC Information:
    Evosin - 67/67 HP - Status: Normal
    Torrinn - 73/73 HP - Status: Normal
    Nils - 52/86 HP - Status: Grabbed, Blinded (save ends), Stunned (save ends)
    Jin - 66/66 HP - Status: Normal
    Matthias - 64/64 HP - Status: Normal
    Enemy Information:
    Grell Philosopher: HP 224/224; Bloodied 112 -- AC 27; Fortitude 21, Reflex 24, Will 23 -- Status: Normal
    Grell Horror 1: HP 192/192; Bloodied 96 -- AC 26 Fortitude 21, Reflex 22, Will 19 -- Status: Assassin's Shroud [1]
    Grell Horror 2: HP 177/192; Bloodied 96 -- AC 26 Fortitude 21, Reflex 22, Will 19 -- Status: Marked by Nils
    Special Encounter Information:
    Pilgrims: When the grells attack, pilgrims crowd the square where indicated on the map. The pilgrims are noncombatants and don’t have statistics. Creatures (including PCs) can enter and end their movement in spaces containing pilgrims, but such squares count as difficult terrain.

    The pilgrims are pious, but they don’t want to die. They are going to do their damnedest to get off the map ASAP.
    ***************************
    First combat Rules and Regulations
    Your combat blocks should look similar like this (below is just an example in terms of powers and actual numbers):

    Fred's Turn

    Move Action: F4 to C9 (provoking OA from Orc 2)

    Standard Action: Cleave - Str vs AC (Orc 1, AC: 17),

    Attack: +17 (inc +2 combat advantage) = 30 - HIT
    First Damage: 1d6+12 = 18 damage

    Minor Action: Nature's Wrath - Enemy 1 marked by PC

    SUMMARY
    * PC is now in C9
    * Orc 2 gets an Opportunity Attack on PC
    * Orc 1 takes 18 damage (7 HP remaining)

    Any questions on this, PM me or OOC color the question in the game thread. Also, please let me know if I messed the map on in terms of positions. I'll try to update it at the top of the round/and or after the enemies take their turns.

    Up Next: Everyone but Jin or Nils!

    dresdenphile on
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  • WhiteWolfWhiteWolf Registered User regular
    edited February 2010
    Torinn, taking a cue from Nils, runs forward towards the grells, and breathes in deeply. A large blast of fire erupts from his mouth and flies towards the horrors. It lands in the middle of them, creating a large explosion. However, they seem to completely be untouched by the attack.

    "You have got to be kidding me..." Torinn mutters, in awe of his miss.
    Move + Standard Action: Double move to O17.

    Minor Action: Hurl Dragon's Breath (Fire) to O9 Con vs Reflex

    Attack: Grell Philosopher: 1d20+10 = 23 - MISS
    Grell Horror 1: 1d20+10 = 14 - MISS
    Grell Horror 2: 1d20+10 = 14 - MISS

    Summary:
    *PC is now in O17
    *I missed a lot.

    Ha...hahaha... haha...ughhhhhh

    WhiteWolf on
  • streeverstreever Registered User regular
    edited February 2010
    does Venomous Bite use the poison keyword? This is precisely what I was designed for, getting beaten up :D

    streever on
  • dresdenphiledresdenphile Watch out for snakes!Registered User regular
    edited February 2010
    It does, so your racial feature will come into play on the ST.

    dresdenphile on
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  • tzeentchlingtzeentchling Doctor of Rocks OaklandRegistered User regular
    edited February 2010
    Matthaias hustles to get closer to the action, pushing his way through pilgrims, his staff tapping on the ground as he runs. As he runs, his body begins to glow with a bright light - the one affect of his deva heritage that his patron has allowed him to have. Reaching the statue, he stops to catch his breath and get a better look at these beasts.

    Matthaias' turn:
    Standard+move: Double move (run) for 14 squares, to S16.
    Minor: Astral Splendor (daily): Stance, Enemies take -2 to hit me until I end the stance, auto ends when I am bloodied. I also shine bright light within 6 squares.

    Angelic Visage as an Immediate Interrupt if anyone attacks me within 5 squares is still in effect.
    They take -2 to hit me, then after the attack I push them 3.

    Current (effective) defensive stats: AC 26/Fort 25/Ref 23/Will 25

    tzeentchling on
  • The Cow KingThe Cow King a island Registered User regular
    edited February 2010
    Evosin graceful runs and leaps into the middle of the pilgrims. He does not wish harm to come to them but instead hopes he can assist them in their retreat and while hes at cause confusion versus these monster by casting our of a crowd. Focusing his mind to extend the reach of is influence Evosin raises his dagger and points it at the horror.

    A massive blue dragon's head appears and goes to bite the odd things that are attack his dwarf friend. He motions the head forward to only see it smash into the ground, in a small fit of anger he expells energy and pushes all pilgrims away from him. "I see the chaos is agaisnt me today." he sighs.

    In a fluid motion he raises the head once more and strikes at the beast in the back. The dragon fueled by Evosin's disappointment moments earlier crashes into the beast and Evosin can feel the dragon tearing its way through. He pulls the dragon back with the beast still in its maw it struggling to get up.

    The dragon's head forms into something new instantly, a whirling storm of chaos and destruction. Bolts of wildly changing energy soar out and strike both beast a large cloud of dust and energy appears and both the beast fall from the cloud in entirely different areas.

    Evosin lowers his arms, spent. He calls out to his friends "I've done all I can for now, strike true and hard friends!"

    Evosin's Turn

    First off I have to roll my wild soul resistance 1d10: 1
    I now have resistance to Acid and I pierce acid resist..

    Move Action: Move to N23
    Minor Action: Use Stretch spell. (+5 to spell range)

    Standard action: Ice Dragon's Teeth (Area Burst 1 on square N9) on hit target is slowed until the end of your next turn.

    Attack Roll:
    Horrid Grell 1: 1d20+13= 1 VS Reflex. Woo Critical miss!
    However: Unfettered Power: On a 1 push each creature within 5 of you 1 square. So I guess push the peasants?

    Attack Roll Grell Philosopher: 1d20+33 = 13 CRITICAL!!
    Damage Grell Philosopher: Damage(Max) = 2d8+13+3d6 = 39!!!
    This is assuming I roll my weapons crit dice on spell crit, if not its 29 damage.
    The Grell Philosopher is now Slowed till the end of my next turn.
    I rolled a 20 so Unfettered Power: I slide him to square N9 and it is knocked Prone.

    ACTION POINT!

    Standard Action: Cast Chaos Storm(area 1 burst in 10+5) on square N9.

    Attack Roll Grell Horror 1: 1d20+13: 28 [1d20=15] VS Reflex. Hit!
    Attack Roll Grell Philosopher: 1d20+13: 31-2= 29 [1d20=18] VS Reflex. Hit!

    Damage Roll: 2d6+13: 17 [2d6=2, 2].
    They both take 17 damage and I get to teleport them hehehe.

    Grell Horror 1 to square N9. Grell Philosopher to square O9.

    Summary: Grell Horror takes 17 (175 remaining.) Damage moved to square N9.
    Grell Philosopher takes 56 (168 remaining) damage, is prone, slowed, and in square O9.
    Evosin is in square N23.
    I rolled 2 1's a 20 and some other high numbers!

    That took way longer then expected. Hope I did everything right tell me if I fudged something up!

    The Cow King on
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  • tzeentchlingtzeentchling Doctor of Rocks OaklandRegistered User regular
    edited February 2010
    Nicely done! I don't suppose there was any chance of teleporting the Philosopher next to Nils? Always nice to lock down enemy controllers. As for the dagger, since you used it as an implement and the attack came through the dagger, I'd say the crit hit bonus applies, though that's just my interpretation.

    tzeentchling on
  • The Cow KingThe Cow King a island Registered User regular
    edited February 2010
    Nicely done! I don't suppose there was any chance of teleporting the Philosopher next to Nils? Always nice to lock down enemy controllers. As for the dagger, since you used it as an implement and the attack came through the dagger, I'd say the crit hit bonus applies, though that's just my interpretation.

    I can only teleport them inside the blast origin and I didn't think our fighter would do well surrounded. So I just grouped them up seeing how our fighter has a lot of ailments on him D:. I'm so bad at typing today, and :x is a angry face?

    The Cow King on
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  • dresdenphiledresdenphile Watch out for snakes!Registered User regular
    edited February 2010
    Round 2

    Map:
    2d2gf4m.jpg
    Map Information:
    Buildings: One-story buildings stand about 3 squares tall, while two-story buildings stand twice as high. The temple of Ioun rises 6 squares above the battlefield. The wooden doors are all good quality and barred while the doors to the temple are strong and locked. Doors would require a skill check to break into or just break. Climbing the buildings requires Athletics checks.

    Estered’s Statue: The statue stands 4 squares tall, requires an Athletics check to climb, and acts as blocking terrain for determining cover.
    Initiative:
    Jin
    Nils

    Horrid Grell 1
    Horrid Grell 2
    Grell Philosopher

    Evosin
    Torinn
    Pilgrims
    Mattias


    Initiative Special Info:
    Initiative will be handled in "clusters." When you're cluster comes up, anyone in the cluster can go, regardless of their actual initiative roll. For example, if initiative looks like this:

    A
    B
    C
    Enemy
    Enemy
    D
    E
    Enemy

    A, B, or C can go. After all three of them go, two enemies go. Then, D or E can go. Once they both go, it's the next enemy's turn. I want to do this to keep the game moving along. With that in mind, if you have powers that have lasting effects, be mindful if you have used those benefits or not (you can't delay your turn to keep reaping positive benefits, for example).
    PC Information:
    Evosin - 67/67 HP - Status: Normal
    Torrinn - 73/73 HP - Status: Normal
    Nils - 52/86 HP - Status: Blinded (save ends), Stunned (save ends)
    Jin - 66/66 HP - Status: Normal
    Matthias - 64/64 HP - Status: Normal
    Enemy Information:
    Grell Philosopher: HP 168/224; Bloodied 112 -- AC 27; Fortitude 21, Reflex 24, Will 23 -- Status: Slowed
    Grell Horror 1: HP 175/192; Bloodied 96 -- AC 26 Fortitude 21, Reflex 22, Will 19 -- Status: Assassin's Shroud [3]
    Grell Horror 2: HP 177/192; Bloodied 96 -- AC 26 Fortitude 21, Reflex 22, Will 19 -- Status: Marked by Nils
    Special Encounter Information:
    Pilgrims: When the grells attack, pilgrims crowd the square where indicated on the map. The pilgrims are noncombatants and don’t have statistics. Creatures (including PCs) can enter and end their movement in spaces containing pilgrims, but such squares count as difficult terrain.

    The pilgrims are pious, but they don’t want to die. They are going to do their damnedest to get off the map ASAP.

    Any questions on this, PM me or OOC color the question in the game thread. Also, please let me know if I messed the map on in terms of positions. I'll try to update it at the top of the round/and or after the enemies take their turns.

    Up Next: Jin or Nils!

    dresdenphile on
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  • astrobstrdastrobstrd So full of mercy... Registered User regular
    edited February 2010
    Jin watches as his group engages the disgusting beaked brains. He is a little sad that Mercy won't taste the unblemished flesh that she craves, but he is glad that the beasts had been pried loose from Nils. The sorcerer had clumped the mongrel critters together, but Jin wants one for himself. Blackness snakes out from his blade, but misses his intended target. Jin curses, and then places 2 shrouds on the beast he hit before.

    Summary
    Move: to Q13

    Standard: Executioner's Noose on Grell at P10. Miss with an 18.

    Free: Place 2 shrouds on Grell at N9 for 3 total. (Killer's Insight)

    Still Silent and Invisible. If I am hit, I assume shade form as an immediate interrupt and the attacker takes 5 ongoing damage, save ends. (Assassin's Escape and Counterstrike Armor).

    Up Next: Nils

    astrobstrd on
    Selling the Scream Podcast: https://anchor.fm/jeremy-donaldson
  • streeverstreever Registered User regular
    edited February 2010
    Stunned and with poison running through his veins, Nils draws a deep breath, his stocky frame absorbing the damage.

    Grinning, he looks at the eyeless creatures that hold him in their tentacles. "Keep coming, monsters! You won't end another life today."
    Save vs Stun: 1d20 19

    Save vs Poison: 1d20+5 14

    Summary
    Nils saved against Blind & Stun
    Nils is back to 28 AC

    Up Next: Horrors

    streever on
  • dresdenphiledresdenphile Watch out for snakes!Registered User regular
    edited February 2010
    Round 2.5

    The larger creature cackles as the bard's fire and the sorceror's attacks fizzle before they can harm him, but he is taken aback by the Sorceror's second attack. He shrieks, piercing the ears of Matthaias and Torrin as a purple maelstrom of energy swirls around the statue of Esterd.

    Jin proves slippery but not slippery enough as a grell sinks both spiny tentacles and toothy beak into the changeling's hide.

    Nils' face gets pummeled by lashing tentacles that serve as a distraction for the fighter's future attacks.

    Enemy Actions:
    Grell Philosopher:
    Move Action to Stand
    Standard:Psychic Storm vs. Torrinn and Matthaias: Hit! for 17 Psychic Damage, and both are Dazed (save ends). The psychic storm is a zone that lasts until the end of the encounter. Any creature entering the zone is dazed (save ends).

    Horrid Grell 1:
    Move Action to N10
    Standard: Tentacle Rake vs Nils: Hit! for 17 damage, and Nils is Slowed and takes a -2 penalty to attack rolls (save ends both).

    Horrid Grell 2:
    Move Action: Move to Q11
    Standard: Tentacle Grab vs Jin: Hit! for 5 damage and Jin is Grabbed.
    Minor: Venomous Bite: Hit! for 5 damage, and Jin is Stunned (save ends)
    Map:
    2ahcbxv.jpg
    Map Information:
    Buildings: One-story buildings stand about 3 squares tall, while two-story buildings stand twice as high. The temple of Ioun rises 6 squares above the battlefield. The wooden doors are all good quality and barred while the doors to the temple are strong and locked. Doors would require a skill check to break into or just break. Climbing the buildings requires Athletics checks.

    Estered’s Statue: The statue stands 4 squares tall, requires an Athletics check to climb, and acts as blocking terrain for determining cover.
    Initiative:
    Jin
    Nils

    Horrid Grell 1
    Horrid Grell 2
    Grell Philosopher

    Evosin
    Torinn
    Pilgrims
    Mattias

    PC Information:
    Evosin - 67/67 HP - Status: Normal
    Torrinn - 56/73 HP - Status: Dazed (save ends)
    Nils - 35/86 HP - Status: Slowed, -2 to attacks (save ends both)
    Jin - 56/66 HP - Status: Silent, Invisible, and in Shade form, Grabbed, Stunned (save ends)
    Matthias - 47/64 HP - Status: Dazed (save ends)
    Enemy Information:
    Grell Philosopher: HP 168/224; Bloodied 112 -- AC 27; Fortitude 21, Reflex 24, Will 23 -- Status: Normal
    Grell Horror 1: HP 175/192; Bloodied 96 -- AC 26 Fortitude 21, Reflex 22, Will 19 -- Status: Assassin's Shroud [3]
    Grell Horror 2: HP 177/192; Bloodied 96 -- AC 26 Fortitude 21, Reflex 22, Will 19 -- Status: Marked by Nils, 5 Ongoing Damage
    Special Encounter Information:
    Pilgrims: When the grells attack, pilgrims crowd the square where indicated on the map. The pilgrims are noncombatants and don’t have statistics. Creatures (including PCs) can enter and end their movement in spaces containing pilgrims, but such squares count as difficult terrain.

    The pilgrims are pious, but they don’t want to die. They are going to do their damnedest to get off the map ASAP.

    Any questions on this, PM me or OOC color the question in the game thread. Also, please let me know if I messed the map on in terms of positions. I'll try to update it at the top of the round/and or after the enemies take their turns.

    Up Next: Erry'one else!

    dresdenphile on
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  • The Cow KingThe Cow King a island Registered User regular
    edited February 2010
    "I'll get the Ugly one!" shouts Evosin with a hint of excitement. He could already feel the chaos in his blood rising, ready to be unleashed. Upon finishing his run he stopped and glared at the foul beast, which was still sluggish from before. Slowly he raised his dagger and out sprang a vibrantly colour shifting bolt which slammed into the foul creature. Evosin was surprised to see the creature was still standing and looked like his past spells hadn't had much effect.

    "These ones seem to be a bit tougher, be careful! I can't propose to them, hell I don't think I can even look like them." Shouted Evosin over the sound of the battle.
    Move Action: Move to I16

    Standard Action: Chaos Bolt aimed at the Grell Philosopher.

    Attack Roll: 1d20+13: 28 [1d20=15] VS Reflex. Hit!

    Attack Roll: 1d10+13: 21 [1d10=8].

    I could make a saving throw! Nothing to save from!

    Summary:
    Evosin at I16.
    Grell Philosopher takes 21 damage (147 remaining).

    The Cow King on
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  • WhiteWolfWhiteWolf Registered User regular
    edited February 2010
    Torinn, attempts to recite verse for a song about a young halfling who stabbed an orc in the eyes to avoid its gaze and sneak out of an enemy camp, but the lyrics don't come to him and he is left standing there dumbfounded.
    Standard Action: Deflect Attention vs Grell Philosopher 1 1d20+12 = 13 - MISS

    Critical Miss, my turn ends immediately.
    SONUVA-

    WhiteWolf on
  • The Cow KingThe Cow King a island Registered User regular
    edited February 2010
    Am I the only one who can roll or something? :D

    The Cow King on
    icGJy2C.png
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