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[D&D 4e Game] Forged by Fire - Now with Equal Opportunity Impalement!
Posts
PSN: SAW776
Cleave D1
Cleave (1d20+9=15, 1d12+6=9) HIT
D1 takes 9/ Half damage for insubstantial = 4
D2 takes STR mod damage 5/ half damage for insubstantial = 2
ACTION POINT
Passing Attack against D1 and D2
1d20+9=23, 1d20+11=31
Hit! against D1
Crit! against D2
Damage roll: 1d12+6=11, 1d12=12
D1 takes 11/ half damage for insubstantial = 5
D2 takes 30/ Half damage for Insubstantial = 15
Total Damage vs D1 = 9
Total Damage vs D2 = 17
The tortured spirits turn to face the group of adventurers, reaching out charred hands for fresh souls.
As the Abbey continues to tremble, spectral rubble falls from the unnatural ceiling, crashing to the floor with a dull echo from the past. It remains, shimmering eerily upon the ground, pulsing with the psychic residue of pain long past.
TS2 appears at E2
Spectral Rubble falls at F3, F4, G3, G4. Entering those squares counts as rough terrain and deals 1d4 psychic damage.
A Successful Religion check will also deal the damage to the Tortured Spirits as well as the Damned Monks. A Successful Arcana check will dispel the spectral rubble.
Updated Map and Stuff Behind the Spoiler
Orange is fire. 1d6 damage for entering or beginning your turn there. Also you become on fire and suffer 1d6 fire at the start of your turn (save ends).
INITIATIVE
Morrigan
Ansis
Daiereth
Damned Monk 1
Damned Monk 2
Damned Monk 3
Tortured Memories
Tortured Spirit 1
Tortured Spirit 2
Gentleman Caller
Tristan
Scar
ENEMY STATUS
D2 5/24hp AC 15; Fort 15, Ref 15, Will 16 (E7): Insubstantial, Tortured Presence, Vulnerable 5 Radiant, "Bloodied"
D3 17/24hp AC 15; Fort 15, Ref 15, Will 16 (H6): Insubstantial, Tortured Presence, Vulnerable 5 Radiant
T 1hp AC 15; Fort 13, Ref 14, Will 13 (F5)
TS1 1hp AC 15; Fort 15, Ref 15, Will 15 (B5)
TS2 1hp AC 15; Fort 15, Ref 15, Will 15 (E2)
Insubstantial: Creature takes half damage from attacks.
Tortured Presence: All enemies adjacent to the Damned Monk suffer -2 to all defenses.
PARTY STATUS
Tristan 14/29 (F7): Tortured Presence (-2 to all defenses)
Scar 3+16/31 (G7): Tortured Presence (-2 to all defenses)
Ansis 1/24 (F8): Tortured Presence (-2 to all defenses), Bloodied, Prone
Daiereth 30/30 (H8)
Gentleman Caller 1/1 (H7): Tortured Presence (-2 to all defenses)
Special Challenge Info
Finding Sarah: To get closer to finding Sarah, you'll need to make either a Dungeoneering, Nature, or Perception check.
Fighting the Abbey: To battle the Abbey itself, you have a few options:
Religion Check by a Divine Class (Full Action) (DC20): This will not only score you a victory, but it will also let you deal 1d10 damage to all Damned Monks in the room, ignoring their Insubstantial trait. Missing the DC has some consequences.
Arcana Check by an Arcane Class (Full Action) (DC25): This will not only score you a victory, but it will also let you push all enemies/enemy zones 2 squares. Missing the DC has no consequences.
A Minor Action Arcana/Religion check (DC15) can be used to grant someone a +2 to their Full Action check. Failing the Religion check will have some consequences.
Any questions, let me know!
Up Next: Morrigan, Ansis, & Daiereth!
PSN: SAW776
Daiereth reaches around him, channeling the arcane energies of this place. In his hands, an orb begins to take shape. It is clear and perfectly spherical. He looks at one of the damned monks, and without a movement, the orb springs from his hands. The orb crashes into the creature, knocking it dead, and bounces towards the next monk. This one is prepared however, as the orb glides harmlessly through its form and dissipates.
EDIT: whoops.. i put the wrong one in IC.. my bad.. meant to attack D2 to get the secondary vs D1
secondary attack: secondary attack (1d20+5=14, 1d10+5=8) miss! by 1! too bad, cause that would have killed D1...
minor: cast mage hand and have it flip off the tortured spirits :P
Damage roll (1d10+3) = 7 damage, plus 5 radiant for a total of 14 damage per monk.
D1 and D2 are dead, D3 is pushed to H1, immobilised until the end of my next turn and on 3HP.
Immediate free action to use Raven Queen's Blessing on Ansis - he can spend a healing surge.
Minor action to use Healing Word on Ansis. He can spend another healing surge and gain an additional 4 hit points.
Do the undead take damage for that fire stuff?
Will use two healing surges, plus the 4 hit points from Healing Word to gain 16 health back. I have 5 surges remaining.
Religion check: Religion check (1d20+9=20) Success by the skin of my teeth. The tortured spirits would take 1d10, meaning they are automatically dead, right? And the D3 monk takes...Damage to D3 Monk (1d10=9), and is dead!
As the last of the spirits are forced back into their eternal unrest, the floating sphere of flame and pain pulses wildly before darting off and away. The orb vanishes down the stairway in the blink of an eye. Unnatural flames remain, coating the walls, but things seem largely restrained for the moment.
"Thank the Gods," stammers the bandit, "you saved me!" Without a moment's hesitation, he hugs the eladrin tightly. "Thank you. Thank you!"
PSN: SAW776
EDIT: By that I mean the Diplomacy check that can be done after the Religion check. Wait, scratch that, it is an impossible check. Even if I took 20, I'd still only hit 28. What.
PSN: SAW776
If this is a short rest, Scar will spend 2 HS to get back to 30/31 HP
Ansis begins to follow Scar, motioning for the bandit to move in front of him.
The bandit, at the assault by the avenger, looks helpless.
"We saw the girl," he said, "we approached her, and then all of a sudden, she was gone, and those damned..." the bandit pauses for a second "things were all around us. But she was just gone."
PSN: SAW776
"Well why do you want her? Or do you want me to go get the ghosts again?"
PSN: SAW776
"And here I thought I was supposed to be the ruthless killer, and you were supposed to be the noble defender of..." the bandit pauses long enough to assess the Avenger's symbol "Justice and Civilized behavior. Beyond that, you're one of them that come back--aren't you lot supposed to have hearts of gold and all that?"
PSN: SAW776
“Do you see anything about Scar that says I will not cleave you in two?
No?
We have a girly to find and Scar does not need dead weight slowing him down, so answer the man’s questions or Scar will make sure that the dead weight is left to the ghosts in pieces.”
PSN: SAW776
Following orders is it? Like a regular soldier and here I thought you runts were all fancy boys playing at being bandits, but if you are a soldier in that man’s army then you may be of use to us yet.
Once Scar finds the girly you will tell us where you get your orders from and where your leader is.
For now we have our orders and that is to keep the girly safe.”
Scar leaves the unproductive conversation to the others and returns to his search.
PSN: SAW776
She glances around and waits for the other people to make a move down the stairs.
"We should establish a marching order - maximize efficiency and all that. Whoever ends up in the lead, I will cast a light on your weapon."
Heading down the stairs, the group takes directions from the minotaur who guides them skillfully down the twisting corridors. The walls seem to occasionally come alight with unnatural flame, but it quickly sputters and dies as the party moves by, the Abbey being momentarily restrained.
Scar's ears are able to gauge the continuing screams and sobbing well enough, and he soon brings the group to an apparition of a large set of doors. They are completely opaque, but the sound of Sarah's weeping can be heard from just beyond them.
PSN: SAW776
"Right," he snaps, "your kind, always spouting about how death comes to everyone--but when death might be right around the corner, you sure as the hells ain't going first, eh?" He shakes his head. "What kind of world is it when the demon spirits of dead monks are friendly then the so-called heroes?"
PSN: SAW776
"No," she says coldly, "I do not know when your time to go is. Perhaps it is right around the corner. Perhaps it isn't for another sixty years. But, as for myself? The Raven Queen has already spun my fate, child. And it is most assuredly not my time to shed this mortal coil yet."
She draws her sword and points it directly at the man, narrowing her eyes. "Do not ever joke about the restless spirits and hungry ghosts around me again, or so help me I will spin your fate myself," she speaks in hushed tones. Then she places her sword back onto her shoulder and sighs. "If anyone has any better ideas, though, feel free to suggest one."
PSN: SAW776
PSN: SAW776
As she grabs the man's collar, she hisses, "But you will be helping me," and then throws him at the opaque doorway.
The sight revealed, however, is not particularly pleasant.
Sarah resides in the middle of the room, floating, tears running down her face. The floating sphere from your previous encounter--or one that looks just like it, at the least--hovers before her, tendrils of memory and fire reaching out and caressing the woman's skin. Her dress is torn and charred in various places, along with her exposed skin.
She seems almost in a trance, staring forward into the orb that embraces her.
As the Gentleman shouts in surprise and makes a decent amount of noise on impact, however, the thing's grip on her is released and she drops five feet to the unforgiving ground.
Before anyone can react, the collection of Tortured Memories darts off, vanishing in the flames that coat the walls of the chamber.
PSN: SAW776
"Oh god," she whispers, "Oh god--" renewed tears choke her words for a moment--"so horrible. The fire. The screams. In my head."
PSN: SAW776
PSN: SAW776