The new forums will be named Coin Return (based on the most recent vote)! You can check on the status and timeline of the transition to the new forums here.
Please vote in the Forum Structure Poll. Polling will close at 2PM EST on January 21, 2025.
[D&D 4e Game] Forged by Fire - Now with Equal Opportunity Impalement!
Tristan steps forward to strike at the Tortured Avatar, not relenting in his assault against it. Swiping his sword across the face on the wall in a long arc from his feet to his head.
Once more the Flaming Sphere attacks the Avatar, slightly disrupting its presence, though this time it also catches the nearby tentacle in its flaring blast, nearly erasing it from the battle.
In response, the tentacle nearest the wizard attacks, thrusting suddenly and driving the eladrin backwards and into the fire. Another appears, forming from the flames, to grab hold of Daiereth and keep him in place to burn.
The injured tendril, meanwhile, lashes out at Ansis, missing, before retreating back away from the burning sphere.
But then the Avatar turns its sight on the pair of adventurer's before it.
"There is no escape!" Beams of crimson energy shoot from the glowing red eyes, each one finding a mark on the pair. Ansis hits the floor in a spray of blood and fire, while Tristan barely remains standing.
TA takes 5 from Flaming Sphere.
TF5 takes 9 from Flaming Sphere.
TF3 moves to G2.
--Attacks Daiereth. Hit.4 damage. Daiereth is pushed to J4.
----Daiereth takes 5 damage from the fire. Daiereth will take another 1d6 damage at the beginning of his turn.
TF5 attacks Ansis. Miss.
--Moves to B11
TF6 appears at J3.
--Attacks Daiereth. Hit.2 damage. Daiereth is grabbed.
TA attacks Ansis. Hit.10 damage.
--Attacks Tristan. Hit.7 damage.
Updated Map and Info
MAP
Spectral Rubble: counts as rough terrain and deals 1d4 psychic damage when you enter the square or end your turn there. It also provides cover to TM2.
INITIATIVE
Morrigan
Ansis Tortured Memories 1
Scar
Daiereth Gentleman Caller
Sarah
Tristan Tortured Avatar
Tentacle of Fire 3
Tentacle of Fire 5
Tentacle of Fire 6
ENEMY STATUS
TM1 0hp AC 15; Fort 13, Ref 14, Will 13
TM2 5+1hp AC 15; Fort 13, Ref 14, Will 13 (D7) TS5 0hp AC 15; Fort 15, Ref 15, Will 15
TS1 0hp AC 15; Fort 15, Ref 15, Will 15
TS2 0hp AC 15; Fort 15, Ref 15, Will 15
TA 50/150hp AC 20; Fort 18, Ref 18, Will 18 (A7, A8): Insubstantial, Tortured Presence, Immovable, Vulnerable 5 Radiant, Villain's Menace (+2 hit/+4 dam for Tristan) TF1 0/10hp AC 18; Fort 18, Ref 18, Will 18
TF2 0/10hp AC 18; Fort 18, Ref 18, Will 18
TS3 0hp AC 15; Fort 15, Ref 15, Will 15
TS4 0hp AC 15; Fort 15, Ref 15, Will 15
TF3 10/10hp AC 18; Fort 18, Ref 18, Will 18 (G2) TF4 0/10hp AC 18; Fort 18, Ref 18, Will 18
TF5 1/10hp AC 18; Fort 18, Ref 18, Will 18 (B11)
TF6 10/10hp AC 18; Fort 18, Ref 18, Will 18 (J3)
PARTY STATUS
Morrigan 16/24 (G10)
Ansis -3/24 (B7): Unconscious, +2 dam
Scar 3+20/31 (E4)
Daiereth 11/30 (J4): Grabbed, Bloodied, Taking 1d6 damage at the start of turn.
Gentleman Caller (G8)
Sarah 7/15 (F8): Bloodied
Tristan 5/29 (B6): Bloodied
Special Challenge Info
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, Tortured Spirits, Tentacles of Fire, and the Tortured Avatar 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 slide all enemies/enemy zones 2 squares. Dispels spectral rubble. Breaks holds by Tentacles of Fire. Dazes all enemies. 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.
Priority 1 should be getting Ansis back up. Tristan is going to have to burn his second wind his next turn.
Ain Soph on
:whistle:
0
simonwolfi can feel a differencetoday, a differenceRegistered Userregular
edited April 2009
If nobody has any objections, I'll use my last Healing Word on Ansis to get him back up. But that'll be the end of that wagon for this combat, friends!
simonwolf on
0
simonwolfi can feel a differencetoday, a differenceRegistered Userregular
edited April 2009
I'll take that lack of response as "no problems with that plan!"
Morrigan, breaking her usual cold and calm demeanor, points at the prone body of Ansis and shouts, "This is NOT your time, coward! Stand back up and fight!" A glow of divine light suddenly shines from the man's wounds, healing him enough to get him back on his feet.
Her fury still intact, she darts away from her position and places herself in the middle of the minotaur, the Gentleman and Sarah, then points at the foul creature in front of her. After a loud clack of her prayer beads, she calls down the wrath of the Raven Queen on it, causing a wave of holy damage to strike it.
With a cry of, "Do not let us down, warrior," Morrigan flicks a glance at Scar. His weapon begins to shimmer with otherworldly purity - it won't last long, she knows, but hopefully it will last long enough.
Minor: Healing Word on Ansis - he can spend a healing surge to go back to 0HP and gain (1d6+6+3 = 12)12HP.
Standard: Lance of Faith on TM2. (1d20+3;1d8+3 = 17, 4) - HIT, TM2 takes 4 damage. He's a minion, so does that kill him, even though he has the temp hit points? If not, you're just being cruel to us.
Also, Scar gains a +2 to attack rolls against the target until the end of my next turn.
I'm not sure if you're making a joke about the being cruel thing, or if you're actually serious. But if you really want me to let him die in that one hit, sure thing. But just remember that you asked for it. :P
SAW776 on
[SIGPIC][/SIGPIC]
PSN: SAW776
0
simonwolfi can feel a differencetoday, a differenceRegistered Userregular
edited April 2009
I am joking most of the time in this thread, honestly! If anyone else gets killed, though, I am blaming it solely on your head, SAW.
As Morrigan strikes the sphere of flames, it explodes, sending a shockwave of tormenting screams through the air which cause Morrigan, Scar, and Sarah to reel momentarily.
The Avatar laughs anew, and this time there are two distinct voices heard behind the larger, original tone.
Spectral Rubble: counts as rough terrain and deals 1d4 psychic damage when you enter the square or end your turn there. It also provides cover to TM2.
INITIATIVE
Morrigan
Ansis
Scar
Daiereth Gentleman Caller
Sarah
Tristan Tortured Avatar
Tentacle of Fire 3
Tentacle of Fire 5
Tentacle of Fire 6
ENEMY STATUS
TM1 0hp AC 15; Fort 13, Ref 14, Will 13
TM2 1hp AC 15; Fort 13, Ref 14, Will 13 TS5 0hp AC 15; Fort 15, Ref 15, Will 15
TS1 0hp AC 15; Fort 15, Ref 15, Will 15
TS2 0hp AC 15; Fort 15, Ref 15, Will 15
TA 5+50/150hp AC 20; Fort 18, Ref 18, Will 18 (A7, A8): Insubstantial, Tortured Presence, Immovable, Vulnerable 5 Radiant, Villain's Menace (+2 hit/+4 dam for Tristan) TF1 0/10hp AC 18; Fort 18, Ref 18, Will 18
TF2 0/10hp AC 18; Fort 18, Ref 18, Will 18
TS3 0hp AC 15; Fort 15, Ref 15, Will 15
TS4 0hp AC 15; Fort 15, Ref 15, Will 15
TF3 10/10hp AC 18; Fort 18, Ref 18, Will 18 (G2) TF4 0/10hp AC 18; Fort 18, Ref 18, Will 18
TF5 1/10hp AC 18; Fort 18, Ref 18, Will 18 (B11)
TF6 10/10hp AC 18; Fort 18, Ref 18, Will 18 (J3)
PARTY STATUS
Morrigan 13/24 (G7)
Ansis 12/24 (B7): Bloodied, +2 dam, Tortured Presence (-2 to all defenses)
Scar 19/31 (E4)
Daiereth 11/30 (J4): Grabbed, Bloodied, Taking 1d6 damage at the start of turn.
Gentleman Caller (G8)
Sarah 3/15 (F8): Bloodied
Tristan 5/29 (B6): Bloodied, Tortured Presence (-2 to all defenses)
Special Challenge Info
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, Tortured Spirits, Tentacles of Fire, and the Tortured Avatar 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 slide all enemies/enemy zones 2 squares. Dispels spectral rubble. Breaks holds by Tentacles of Fire. Dazes all enemies. 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.
Ignoring the heat from Daiereth’s flaming orb and the fire around the avatar Scar moves forward and plants his large axe solidly into the avatar.
“Scar doesn’t care who you are or what you were. You will not be the end of us!”
As Scar makes his way up to attack the Avatar, the tentacle to his right aims to pull him away. However, the Gentleman across the room was ready and waiting, and as the tendril prepares to strike, the bandit looses a dagger, severing the final ties that bind it to the physical world.
The Avatar laughs, but it seems disjointed. As it continues, the dissonance grows and grows, until it is clearly two separate entities cackling madly.
"Well, well," says a high, raspy voice as the face on the wall shifts slightly, its features growing more pointed, "aren't these little mortals just so much fun, Dreck?"
"Oh yes, Wreck," replies the second voice, as the face again shifts, the features changing to become more crooked, "so much."
"Should we make the game even more fun?" inquires Wreck.
"How could we possibly do that?" responds the other.
"Like this." And suddenly the Avatar is gone--though the flames remain--leaving the path to the door more or less open, if not trecherous.
"You can all leave," speaks the voice of Wreck again, his sharp visage appearing to the left of the way out, "except for one."
"Leave one of you behind," Dreck continues, materializing to the right, pushing the flaming sphere aside, "and the rest of you may go."
"Make your choice!" the pair intones as one.
Caller attacks TF5. Hit. TF5 is dead.
Updated Map and Info
MAP
Spectral Rubble: counts as rough terrain and deals 1d4 psychic damage when you enter the square or end your turn there. It also provides cover to TM2.
INITIATIVE
Morrigan
Ansis
Scar
Daiereth Gentleman Caller
Sarah
Tristan Wreck
Dreck
Tentacle of Fire 3
Tentacle of Fire 6
ENEMY STATUS
TM1 0hp AC 15; Fort 13, Ref 14, Will 13
TM2 1hp AC 15; Fort 13, Ref 14, Will 13 TS5 0hp AC 15; Fort 15, Ref 15, Will 15
TS1 0hp AC 15; Fort 15, Ref 15, Will 15
TS2 0hp AC 15; Fort 15, Ref 15, Will 15
TA 0/150hp AC 20; Fort 18, Ref 18, Will 18
Wreck 25/25hp AC 20; Fort 18, Ref 18, Will 20 (A6): Insubstantial, Tortured Presence, Immovable, Vulnerable 5 Radiant
Dreck 25/25hp AC 20; Fort 18, Ref 18, Will 20 (A9): Insubstantial, Tortured Presence, Immovable, Vulnerable 5 Radiant TF1 0/10hp AC 18; Fort 18, Ref 18, Will 18
TF2 0/10hp AC 18; Fort 18, Ref 18, Will 18
TS3 0hp AC 15; Fort 15, Ref 15, Will 15
TS4 0hp AC 15; Fort 15, Ref 15, Will 15
TF3 10/10hp AC 18; Fort 18, Ref 18, Will 18 (G2) TF4 0/10hp AC 18; Fort 18, Ref 18, Will 18 TF5 0/10hp AC 18; Fort 18, Ref 18, Will 18
TF6 10/10hp AC 18; Fort 18, Ref 18, Will 18 (J3)
PARTY STATUS
Morrigan 13/24 (G7)
Ansis 12/24 (B7): Bloodied, +2 dam, Tortured Presence (-2 to all defenses)
Scar 19/31 (E4): Tortured Presence (-2 to all defenses)
Daiereth 6/30 (H9): Bloodied
Gentleman Caller (G8)
Sarah 3/15 (F8): Bloodied
Tristan 12/29 (C5): Bloodied
Special Challenge Info
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, Tortured Spirits, Tentacles of Fire, and the Tortured Avatar 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 slide all enemies/enemy zones 2 squares. Dispels spectral rubble. Breaks holds by Tentacles of Fire. Dazes all enemies. 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.
I was waiting to let cooler heads prevail, but Scar will be charging one of the two pranksters if someone doesn’t make a decision soon. Their splitting up is a sign of weakness to be exploited.
im pretty good with finishing the job.. daiereth wouldnt want to leave anyone behind.
but, i get the feeling that this is an out for us - the nearly dead, all bloodied, out of healing party...
Well, here's the options i can think of:
Leave the caller. He's not part of the group, so fuck him.
Leave Sarah. She's annoying "Lets explore this evil mystery place while i'm supposed to be going to an abby somewhere. I don't care that you guys have a job to do! I promise you won't get raped by an evil face on the wall."
Have someone with good diplomacy roll a check to have Wreck and Dreck stand down and withdraw the tentacles while we "decide" on who stays. Then we surprise them with face bashing.
im pretty good with finishing the job.. daiereth wouldnt want to leave anyone behind.
but, i get the feeling that this is an out for us - the nearly dead, all bloodied, out of healing party...
Bah Barbarians care little for that. Plus Scar still has his second wind which if we are standing around for 6 seconds deciding what to do he will use.
im pretty good with finishing the job.. daiereth wouldnt want to leave anyone behind.
but, i get the feeling that this is an out for us - the nearly dead, all bloodied, out of healing party...
Bah Barbarians care little for that. Plus Scar still has his second wind which if we are standing around for 6 seconds deciding what to do he will use.
Is that kosher Saw?
Sure. That works. Anyone who has their second wind can go ahead and use it as a free action.
second wind puts me at 12/30
unless we get more tentacle rape (which seems likely) i think we should be able to finish this off.. as long as the break didnt execute my sphere of death
Morrigan is the only character we have that has a bonus to diplomacy. So I suppose I'll wait for simonwolf to post and try it, if that fails the rest of us can try.
second wind puts me at 12/30
unless we get more tentacle rape (which seems likely) i think we should be able to finish this off.. as long as the break didnt execute my sphere of death
Nope. I'm assuming you're keeping it sustained.
On top of that, remember, if you're planning to cheat these guys, it requires a bluff check as well as diplomacy..
Scar shifts his weight eyeing the avatar on his right the one calling itself Dreck.
Showing tremendous restraint Scar waits for his companions to respond but he is already thinking to himself, You will die before I leave here and if you are dead you will die again.
second wind puts me at 12/30
unless we get more tentacle rape (which seems likely) i think we should be able to finish this off.. as long as the break didnt execute my sphere of death
Nope. I'm assuming you're keeping it sustained.
On top of that, remember, if you're planning to cheat these guys, it requires a bluff check as well as diplomacy..
Can it be worked that a successful diplomacy check takes us out of initiative and a successful bluff check prevents them from making their own flaming tentacle porn and gives us a surprise round?
i dont want to go out of initiative, cause then we lose my daily just to jump pack into combat. we all got to second wind, im with scar here. we should just finish the job.
The diplomacy check will take you out of initiative. The bluff check will determine whether one side gets a surprise round, or whether something else unfun happens. :P I was just saying that a bluff check would be required at some point so that it could be done whenever it was needed.
i dont want to go out of initiative, cause then we lose my daily just to jump pack into combat. we all got to second wind, im with scar here. we should just finish the job.
I think a surprise round for everyone is more advantageous due to everyone getting combat advantage and possibly being able to get multiple attacks in before they can respond.
i dont want to go out of initiative, cause then we lose my daily just to jump pack into combat. we all got to second wind, im with scar here. we should just finish the job.
I think a surprise round for everyone is more advantageous due to everyone getting combat advantage and possibly being able to get multiple attacks in before they can respond.
if by 'advantageous' you mean 'waste of a daily', then yes, i absolutly agree. :P
i dont want to go out of initiative, cause then we lose my daily just to jump pack into combat. we all got to second wind, im with scar here. we should just finish the job.
I think a surprise round for everyone is more advantageous due to everyone getting combat advantage and possibly being able to get multiple attacks in before they can respond.
if by 'advantageous' you mean 'waste of a daily', then yes, i absolutly agree. :P
i dont want to go out of initiative, cause then we lose my daily just to jump pack into combat. we all got to second wind, im with scar here. we should just finish the job.
I think a surprise round for everyone is more advantageous due to everyone getting combat advantage and possibly being able to get multiple attacks in before they can respond.
if by 'advantageous' you mean 'waste of a daily', then yes, i absolutly agree. :P
Be glad I took out all the baddies' immunities to fire :P
That confused the crap out of me initially. Then i just accepted and and figured spectral fire is magic fire's bitch.
Initially, using a fire attack at all had the same effect as missing a religion check on top of everything being immune--summoning a spirit. And even more originally all of the above + just using a divine power was going to summon a Damned Monk rather than these Tortured Spirit things. :P
Obviously I realized before it became an issue that you'd have all been dead very quickly, given that you didn't get the hint I gave when the first bandit got torched for just uttering a prayer.
Be glad I took out all the baddies' immunities to fire :P
That confused the crap out of me initially. Then i just accepted and and figured spectral fire is magic fire's bitch.
Initially, using a fire attack at all had the same effect as missing a religion check on top of everything being immune--summoning a spirit. And even more originally all of the above + just using a divine power was going to summon a Damned Monk rather than these Tortured Spirit things. :P
Obviously I realized before it became an issue that you'd have all been dead very quickly, given that you didn't get the hint I gave when the first bandit got torched for just uttering a prayer.
this encounter as intended would have given me nightmares. the only downside to doing it the way you planned is that 2 full characters (morrigan and myself) would have been essentially nerfed. with all the minions coming out of the walls, the only AoE spells are either divine or fire. once we figured it out, i could have just spammed illusory attack, but morrigan would have nothing to do.
still, psycho and amazing encounter, would buy again. A+++
Posts
PSN: SAW776
Reaping strike vs TA
Reaping Strike (1d20+11=25, 1d12+10=20) HIT!
20/half damage for insubstantial = 10 damage
In response, the tentacle nearest the wizard attacks, thrusting suddenly and driving the eladrin backwards and into the fire. Another appears, forming from the flames, to grab hold of Daiereth and keep him in place to burn.
The injured tendril, meanwhile, lashes out at Ansis, missing, before retreating back away from the burning sphere.
But then the Avatar turns its sight on the pair of adventurer's before it.
"There is no escape!" Beams of crimson energy shoot from the glowing red eyes, each one finding a mark on the pair. Ansis hits the floor in a spray of blood and fire, while Tristan barely remains standing.
TF5 takes 9 from Flaming Sphere.
TF3 moves to G2.
--Attacks Daiereth. Hit. 4 damage. Daiereth is pushed to J4.
----Daiereth takes 5 damage from the fire. Daiereth will take another 1d6 damage at the beginning of his turn.
TF5 attacks Ansis. Miss.
--Moves to B11
TF6 appears at J3.
--Attacks Daiereth. Hit. 2 damage. Daiereth is grabbed.
TA attacks Ansis. Hit. 10 damage.
--Attacks Tristan. Hit. 7 damage.
Updated Map and Info
Spectral Rubble: counts as rough terrain and deals 1d4 psychic damage when you enter the square or end your turn there. It also provides cover to TM2.
INITIATIVE
Ansis
Tortured Memories 1
Scar
Daiereth
Gentleman Caller
Sarah
Tristan
Tortured Avatar
Tentacle of Fire 3
Tentacle of Fire 5
Tentacle of Fire 6
ENEMY STATUS
TM2 5+1hp AC 15; Fort 13, Ref 14, Will 13 (D7)
TS5 0hp AC 15; Fort 15, Ref 15, Will 15
TS1 0hp AC 15; Fort 15, Ref 15, Will 15
TS2 0hp AC 15; Fort 15, Ref 15, Will 15
TA 50/150hp AC 20; Fort 18, Ref 18, Will 18 (A7, A8): Insubstantial, Tortured Presence, Immovable, Vulnerable 5 Radiant, Villain's Menace (+2 hit/+4 dam for Tristan)
TF1 0/10hp AC 18; Fort 18, Ref 18, Will 18
TF2 0/10hp AC 18; Fort 18, Ref 18, Will 18
TS3 0hp AC 15; Fort 15, Ref 15, Will 15
TS4 0hp AC 15; Fort 15, Ref 15, Will 15
TF3 10/10hp AC 18; Fort 18, Ref 18, Will 18 (G2)
TF4 0/10hp AC 18; Fort 18, Ref 18, Will 18
TF5 1/10hp AC 18; Fort 18, Ref 18, Will 18 (B11)
TF6 10/10hp AC 18; Fort 18, Ref 18, Will 18 (J3)
PARTY STATUS
Ansis -3/24 (B7): Unconscious, +2 dam
Scar 3+20/31 (E4)
Daiereth 11/30 (J4): Grabbed, Bloodied, Taking 1d6 damage at the start of turn.
Gentleman Caller (G8)
Sarah 7/15 (F8): Bloodied
Tristan 5/29 (B6): Bloodied
Special Challenge Info
Arcana Check by an Arcane Class (Full Action) (DC25): This will not only score you a victory, but it will also let you slide all enemies/enemy zones 2 squares. Dispels spectral rubble. Breaks holds by Tentacles of Fire. Dazes all enemies. 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.
Up Next: Morrigan & Ansis!
PSN: SAW776
Morrigan, breaking her usual cold and calm demeanor, points at the prone body of Ansis and shouts, "This is NOT your time, coward! Stand back up and fight!" A glow of divine light suddenly shines from the man's wounds, healing him enough to get him back on his feet.
Her fury still intact, she darts away from her position and places herself in the middle of the minotaur, the Gentleman and Sarah, then points at the foul creature in front of her. After a loud clack of her prayer beads, she calls down the wrath of the Raven Queen on it, causing a wave of holy damage to strike it.
With a cry of, "Do not let us down, warrior," Morrigan flicks a glance at Scar. His weapon begins to shimmer with otherworldly purity - it won't last long, she knows, but hopefully it will last long enough.
Standard: Lance of Faith on TM2. (1d20+3;1d8+3 = 17, 4) - HIT, TM2 takes 4 damage. He's a minion, so does that kill him, even though he has the temp hit points? If not, you're just being cruel to us.
Also, Scar gains a +2 to attack rolls against the target until the end of my next turn.
Move: to G7.
PSN: SAW776
The Avatar laughs anew, and this time there are two distinct voices heard behind the larger, original tone.
--Attacks Tristan. Miss.
--Attacks Ansis. Miss.
--Attacks Scar. Hit. 4 damage.
--Attacks Sarah. Hit. 4 damage.
--Attacks Morrigan. Hit. 4 damage.
--Attacks Gentleman. Miss.
--TA gains 5 temp hp.
Updated Map and Info
Spectral Rubble: counts as rough terrain and deals 1d4 psychic damage when you enter the square or end your turn there. It also provides cover to TM2.
INITIATIVE
Ansis
Scar
Daiereth
Gentleman Caller
Sarah
Tristan
Tortured Avatar
Tentacle of Fire 3
Tentacle of Fire 5
Tentacle of Fire 6
ENEMY STATUS
TM2 1hp AC 15; Fort 13, Ref 14, Will 13
TS5 0hp AC 15; Fort 15, Ref 15, Will 15
TS1 0hp AC 15; Fort 15, Ref 15, Will 15
TS2 0hp AC 15; Fort 15, Ref 15, Will 15
TA 5+50/150hp AC 20; Fort 18, Ref 18, Will 18 (A7, A8): Insubstantial, Tortured Presence, Immovable, Vulnerable 5 Radiant, Villain's Menace (+2 hit/+4 dam for Tristan)
TF1 0/10hp AC 18; Fort 18, Ref 18, Will 18
TF2 0/10hp AC 18; Fort 18, Ref 18, Will 18
TS3 0hp AC 15; Fort 15, Ref 15, Will 15
TS4 0hp AC 15; Fort 15, Ref 15, Will 15
TF3 10/10hp AC 18; Fort 18, Ref 18, Will 18 (G2)
TF4 0/10hp AC 18; Fort 18, Ref 18, Will 18
TF5 1/10hp AC 18; Fort 18, Ref 18, Will 18 (B11)
TF6 10/10hp AC 18; Fort 18, Ref 18, Will 18 (J3)
PARTY STATUS
Ansis 12/24 (B7): Bloodied, +2 dam, Tortured Presence (-2 to all defenses)
Scar 19/31 (E4)
Daiereth 11/30 (J4): Grabbed, Bloodied, Taking 1d6 damage at the start of turn.
Gentleman Caller (G8)
Sarah 3/15 (F8): Bloodied
Tristan 5/29 (B6): Bloodied, Tortured Presence (-2 to all defenses)
Special Challenge Info
Arcana Check by an Arcane Class (Full Action) (DC25): This will not only score you a victory, but it will also let you slide all enemies/enemy zones 2 squares. Dispels spectral rubble. Breaks holds by Tentacles of Fire. Dazes all enemies. 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.
Up Next: Daiereth, Tristan, & Scar!
PSN: SAW776
“Scar doesn’t care who you are or what you were. You will not be the end of us!”
Standard: Bloodletting versus TA(AC:20) (1d20+7=26, 2d12.minroll(3)+5+3=24)
TA – Hit for 24/2 = 12 Damage
Use Second Wind to regain 7 HP bringing Tristan to 12
+2 to all defenses
move action: Acrobatics check to escape grab (1d20+1=9) - i bet thats a fail
standard -> move: try again (1d20+1=17) - hopefully a sucess. i forget which acrobatics is against. and if i recall, i should be able to move my full without an OA.. H9 please.
The Avatar laughs, but it seems disjointed. As it continues, the dissonance grows and grows, until it is clearly two separate entities cackling madly.
"Well, well," says a high, raspy voice as the face on the wall shifts slightly, its features growing more pointed, "aren't these little mortals just so much fun, Dreck?"
"Oh yes, Wreck," replies the second voice, as the face again shifts, the features changing to become more crooked, "so much."
"Should we make the game even more fun?" inquires Wreck.
"How could we possibly do that?" responds the other.
"Like this." And suddenly the Avatar is gone--though the flames remain--leaving the path to the door more or less open, if not trecherous.
"You can all leave," speaks the voice of Wreck again, his sharp visage appearing to the left of the way out, "except for one."
"Leave one of you behind," Dreck continues, materializing to the right, pushing the flaming sphere aside, "and the rest of you may go."
"Make your choice!" the pair intones as one.
Updated Map and Info
Spectral Rubble: counts as rough terrain and deals 1d4 psychic damage when you enter the square or end your turn there. It also provides cover to TM2.
INITIATIVE
Ansis
Scar
Daiereth
Gentleman Caller
Sarah
Tristan
Wreck
Dreck
Tentacle of Fire 3
Tentacle of Fire 6
ENEMY STATUS
TM2 1hp AC 15; Fort 13, Ref 14, Will 13
TS5 0hp AC 15; Fort 15, Ref 15, Will 15
TS1 0hp AC 15; Fort 15, Ref 15, Will 15
TS2 0hp AC 15; Fort 15, Ref 15, Will 15
TA 0/150hp AC 20; Fort 18, Ref 18, Will 18
Wreck 25/25hp AC 20; Fort 18, Ref 18, Will 20 (A6): Insubstantial, Tortured Presence, Immovable, Vulnerable 5 Radiant
Dreck 25/25hp AC 20; Fort 18, Ref 18, Will 20 (A9): Insubstantial, Tortured Presence, Immovable, Vulnerable 5 Radiant
TF1 0/10hp AC 18; Fort 18, Ref 18, Will 18
TF2 0/10hp AC 18; Fort 18, Ref 18, Will 18
TS3 0hp AC 15; Fort 15, Ref 15, Will 15
TS4 0hp AC 15; Fort 15, Ref 15, Will 15
TF3 10/10hp AC 18; Fort 18, Ref 18, Will 18 (G2)
TF4 0/10hp AC 18; Fort 18, Ref 18, Will 18
TF5 0/10hp AC 18; Fort 18, Ref 18, Will 18
TF6 10/10hp AC 18; Fort 18, Ref 18, Will 18 (J3)
PARTY STATUS
Ansis 12/24 (B7): Bloodied, +2 dam, Tortured Presence (-2 to all defenses)
Scar 19/31 (E4): Tortured Presence (-2 to all defenses)
Daiereth 6/30 (H9): Bloodied
Gentleman Caller (G8)
Sarah 3/15 (F8): Bloodied
Tristan 12/29 (C5): Bloodied
Special Challenge Info
Arcana Check by an Arcane Class (Full Action) (DC25): This will not only score you a victory, but it will also let you slide all enemies/enemy zones 2 squares. Dispels spectral rubble. Breaks holds by Tentacles of Fire. Dazes all enemies. 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.
Up Next: Everyone!
PSN: SAW776
Yeah.
PSN: SAW776
but, i get the feeling that this is an out for us - the nearly dead, all bloodied, out of healing party...
Leave the caller. He's not part of the group, so fuck him.
Leave Sarah. She's annoying "Lets explore this evil mystery place while i'm supposed to be going to an abby somewhere. I don't care that you guys have a job to do! I promise you won't get raped by an evil face on the wall."
Have someone with good diplomacy roll a check to have Wreck and Dreck stand down and withdraw the tentacles while we "decide" on who stays. Then we surprise them with face bashing.
Bah Barbarians care little for that. Plus Scar still has his second wind which if we are standing around for 6 seconds deciding what to do he will use.
Is that kosher Saw?
PSN: SAW776
PSN: SAW776
unless we get more tentacle rape (which seems likely) i think we should be able to finish this off.. as long as the break didnt execute my sphere of death
On top of that, remember, if you're planning to cheat these guys, it requires a bluff check as well as diplomacy..
PSN: SAW776
Showing tremendous restraint Scar waits for his companions to respond but he is already thinking to himself,
You will die before I leave here and if you are dead you will die again.
PSN: SAW776
PSN: SAW776
Obviously I realized before it became an issue that you'd have all been dead very quickly, given that you didn't get the hint I gave when the first bandit got torched for just uttering a prayer.
PSN: SAW776
still, psycho and amazing encounter, would buy again. A+++