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[D&D 4E PbP] Into the Shadowhaunt - IC

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    godmodegodmode Southeast JapanRegistered User regular
    Sassori peers about the cavern, gleaning information about their surroundings. She surmises that the ancient cavern has been slowly weakened by the running water. It would take no more than a relatively minor earthquake to collapse large parts of the natural cavern. An inspection of the architecture and script of the alcove nearby reveals that it is reminiscent of the later days of Bael Turath, the ancient corrupt empire that happened to give rise to her tiefling ancestors.

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    MeldingMelding Registered User regular
    "we should head towards the crying, though be careful ambush. We don't yet know what we are dealing with beyond simple hobgoblins." Jansys then pauses to listen the crying, making sure she can't detect anything sinister.
    Insight: 15

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    godmodegodmode Southeast JapanRegistered User regular
    Jansys determines that the crying sounds like...well, it sounds like two adolescents crying.

    Why don't you take a peak through those little eye holes in the door? Heck, I bet if you tried to open it you could determine how best to continue!

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    MeldingMelding Registered User regular
    "Perhaps we should head this way. I would go first, but I don't want to get dirty."

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    SassoriSassori Registered User regular
    Sassori looks through the damn eyeholes of the door.

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    godmodegodmode Southeast JapanRegistered User regular
    Sassori sees that the chamber beyond appears to be a long-abandoned tomb or temple. On each side, a line of stone statues of robed men stand watch over the chamber. In the middle of the chamber, a magic circle adorned with geometric runes glows with an emerald radiance. The magic of the circle is palpable, drifting upward like an eldritch vapor, slowly dissipating into the stale air of the ancient room. Cowering in the center of the circle are two young boys in chains!
    The door is locked.

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    SassoriSassori Registered User regular
    Sassori wondered if she could pick the lock.

    Geth roll 1d20 for Thievery

    Thievery:
    1d20 8 [1d20=8]

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    MeldingMelding Registered User regular
    Jansys sighs, gently moving the bard out of the way as she grabs a dagger on her belt to fiddle with the lock.

    As luck might have it, it seems the braggart at the pub knew what he was talking about when trying to woo her. Too bad he smelled of bad cheese.
    Thievery: 20

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    godmodegodmode Southeast JapanRegistered User regular
    edited May 2013
    After a few minutes of fumbling about, Jansys hears a load CLICK! as the lock finally turns. She pulls the door open, and the boys go momentarily quiet until they realize that Jansys is not their captor. The relief floods their features as they cry out pleas for assistance. Then they address Jansys before she moves towards them: "That elf that captured us told us this place was trapped! Even if we escape these chains, if we leave the circle the ceiling will come crashing down on us!"

    godmode on
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    MeldingMelding Registered User regular
    As one thing moves to another, Jansys attempts to decern of the circle the boys are trapped in is a magic she understands.
    Arcana11

    However, she was a terrible student and likely the day this was taught was one of the days she accidentally set a shed on fire.

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    RainfallRainfall Registered User regular
    "Who are your captors, children? More of those goblin monsters, or some other evil?"
    Ampeia gestures for Pinot to stay back as she slowly advances into the cavern, her keen eyes watching for traps.
    Geth roll 1d20+8 for perception

    perception:
    1d20+8 28 [1d20=20]

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    GatsbyGatsby Registered User regular
    Kneeling to the ground, Kaz brushes her hand against the cold stone floor as she tries to analyse what this circle is and how they can deactivate it, at least long enough to save the boys.
    Arcana Check: 1d20 + 9 = 27

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    godmodegodmode Southeast JapanRegistered User regular
    Ampeia detects no additional traps in the cavern. Kaz's appraisal reveals that the boys stand within a warding circle, which has recently been modified in two ways. The first is that the boys leaving the circle will trigger a cave-in. The second is that any creature entering the circle as well will cause a yet-unknown magical effect. Kaz is thankful following this revelation that she chose to examine the outside of the ring first.

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    GatsbyGatsby Registered User regular
    Kaz immediately steps out to prevent anyone from coming any closer.

    "We can't go in either! If we enter the circle we'd also trigger a cave-in. We need to find a way to disable the trap, either disrupting its magical properties or somehow fooling it to get the boys out."
    Arcana check (to disable magic circle): 1d20 + 9 = 14

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    godmodegodmode Southeast JapanRegistered User regular
    The gang gathers about the magic circle, trying to puzzle out how they're going to free the boys. Kaz waves her arms majestically as she mutters incantations, and it seems to mostly work...the magic circle begins to fade, and then there is a grinding noise as it fades away completely. The chains binding the boys similarly fall away with a clank, apparently bound by magic as well. There is a moment of relief, and then a sudden crash! The boys cry aloud in fright and scamper towards the door as the gang notices movement along the walls: Two massive statues have separated from their brethren, and begin to move! They clunk heavily forward towards the group, waving their stony limbs threateningly.

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    MeldingMelding Registered User regular
    "we should probably run."

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    godmodegodmode Southeast JapanRegistered User regular
    You get the feeling that Kaz's efforts have disabled the cave-in trap, and that you just have some tough-looking chunks of carved rock to worry about.

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    godmodegodmode Southeast JapanRegistered User regular
    edited June 2013
    Round 1
    FfHjOW3.jpg?4

    Round Actions
    19 - Jansys Thanns: (14,11) HP: 26/26
    -Turn: Standard: Lightning Strike vs STATA (Miss) Move: 13,15 -> 14,11
    Eff-

    15 - Tyn Wulf: (11,17) HP: 24/25
    -Turn: Move: 11,15 -> 11,17 Standard: Melee Basic Attack vs STATB (Miss)
    Eff-

    16 - Sassori: (13,13) HP: 26/28
    -Turn: Minor: Majestic Word on Jorges (+10 HP) Standard: Vicious Mockery vs STATA (Hit, 9 damage)
    Eff-

    15 - Ampeia: (12,14) HP: 26/28 | Pinot: (13,14) HP: 14/14
    -Turn: Move: 12,14 -> 14,16 | 13,14 -> 14,15 Standard: Weight of Earth vs STATA (Miss) Free: Nature's Wrath vs STATA
    -Eff: 

    14 - Kaz-iel: (12,15) HP: 17/21
    -Turn:
    Eff-

    11 - Animated Statue (StatA): (15,16) HP: 77/86
    -Turn:
    -Eff: Vicious Mockery: -2 attk rolls EO Sassori's next turn Nature's Wrath: Marked by Ampeia Ferocious Companion: Attackers gain +2 to dmg rolls

    11 - Animated Statue (StatB): (10,17) HP: 86/86
    -Turn:
    -Eff:

    6 - Jorges Moorges: (12,13) HP: 21/23
    -Turn:
    Eff- Majestic word: +10 HP

    Unit Details
    Jansys Thanns HP: 26/26 AC: 13 F/R/W: 12/13/16 HS: 8/8 AP: 1
    Kaz-iel HP: 17/21 AC: 14 F/R/W: 13/14/14 HS: 6/6 AP: 1
    Sassori HP: 26/28 AC: 17 F/R/W: 13/12/16 HS: 10/10 AP: 1
    Tyn Wulf HP: 24/25 AC: 17 F/R/W: 17/13/10 HS: 7/9 AP: 1
    Ampeia HP: 26/28 AC: 18 F/R/W: 15/13/14 HS: 6/11 AP: 1
    Pinot HP: 14/14 AC: 14 F/R/W: 16/11/15 HS: -/- AP: -
    Jorges Moorges HP: 11/23 AC: 16 F/R/W: 11/11/16 HS: 6/8 AP: 1

    Animated Statue HP: 86/86 AC: 17 F/R/W: 16/12/14

    Notes

    -Statues are Elite enemies: Immune to Charm, Fear, Poison, and Sleep

    Next: Jansys (@Melding)
    Then: Tyn (@ThatDudeOverThere)

    godmode on
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    MeldingMelding Registered User regular
    Jansys strikes into a combat ready pose, hand raised, ut her sot goes wide, causign her eyes to widen some as she pushes through the group to retreat.

    "Running away sounds like a good idea"
    SAtandard: Lightning strike vs Stata 8 vs reflex Miss!
    Move 11 14? i'm not sure if it's side then top. what's wrong with battleship grids?

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    TheySlashThemTheySlashThem Registered User regular
    Tyn runs to put himself between the boys and the very threatening-looking stone men, and moves to attack, and misses.
    Move (17, 11)
    Melee Basic Attack - 1d20+8: 9 [1d20=1]
    http://orokos.com/roll/119568

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    SassoriSassori Registered User regular
    Sassori offered some encouragement to the bloody Jorges before focusing a few insults at the closest statue.

    Sassori: HP: 26/28

    |Majestic Word- Encounter, Minor Action|:
    The target can spend a healing surge and regain additional hit points equal to your Cha modifier (+5). You also slide the target one square.
    Eff- +10 HP to Jorges Moorges HP: 21/23



    |Vicious Mockery- At-Will, Standard|: 1d20+5: 23 |Hit| 1d6+5 |-9|
    Eff- -2 Penalty to attack rolls until the end of your next turn



    Animated Statue (StatA): (15,16) HP: 77/86
    -Eff: -2 Penalty to attack rolls until the end of my next turn

    Animated Statue (StatB): (10,17) HP: 86/86


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    RainfallRainfall Registered User regular
    edited June 2013
    Ampeia steps in, raising her shield high as she strikes at one of the massive stone men, Pinot moving with her to lend his strength to the battle.
    "Get the children out of here! We'll hold this one off!"
    Move: Ampeia to 14, 16. Pinot to 14, 15
    Free: Nature's Wrath to Mark Stata
    Standard: Weight of Earth on Stata,
    Geth roll 1d20+7 for Attack vs. AC
    Geth roll 1d8+6 for damage
    Next Up: Kazi-El (@Gatsby)

    damage:
    1d8+6 8 [1d8=2]

    Rainfall on
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    GatsbyGatsby Registered User regular
    Bracing herself next to Jansys, Kaz can't help but make a quip as she pulls out her orb, now crackling with lightning.

    "We never to anywhere nice."

    Extending both hands she fires terrifying bolts of lightning at both statues.
    Arc Lightning vs StatA Reflex: 1d20+4 20
    Damage: 1d6+7(+2) 12 lightning damage

    Arc Lightning vs StatB Reflex: 1d20+4 24
    Damage: 1d6+7 13 lightning damage

    Up next: @godmode

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