Drowquest [4e] Raiding the Road (Hiatus)

renau1g

First Post
Nashquiri will try and point out different techniques he's studied for how to survive a cave collapse and offer up his words of advice.

Unfortunately, he with all the commotion around him, the wizard can't recall anything useful.

[sblock=ooc]
Dungeoneering (1d20+7=10)
Fail...sorry.
[/sblock]
 

log in or register to remove this ad

DEFCON 1

Legend
Supporter
As he has no real method for assisting in the removal process itself, Javliex keeps his drow eyes on the chamber they are in. Creaks and groans can be heard every few seconds as the caves strain to maintain their integrity.

As the rocks begin moving out of the doorway and into the small chamber they stand in, Javilex begins to notice small cracks that have formed in the ceiling above them. As certain parts of the blockage are removed, a crack here and there splits apart wider by an inch or two, and Javliex is quick to alert the people in front of which sections they should leave alone so as to not bring the roof down upon them all. It is a slow process and it strains his eyes and ears, but Javliex is able to help keep the roof over their heads.

Dungeoneering +7: (16)
 

nerdytenor

First Post
It seems Rantyr is spending more of his energies on cursing and muttering than on actually moving the rocks. It isn't long before he tires out and moves to the back.


OOC: Endurance 4. Critical FAIL
 

Atanatotatos

First Post
Djaar prefers to stay back and not participate in the rock lifting, recognizing his lacking ability and exerience in operations of the kind.
Instead, he focuses on trying to discern wether something's still going on on the other side of the rubble.

ooc:perception 19
 

Evilhalfling

Adventurer
The tunnel is proceeding, after about 10 minutes it extends a fairway back into the collapsed cavern. So far it looks the collapse was pretty complete.

Unfortunately that's when the ritual finishes. Neither Djaar or the Arcanists was able to make out anything other than that it was an unfamiliar ritual. Djaar is pretty sure there is not much going on except chanting, and that Loth is not mentioned. He feels a piercing ache in his skull and for a moment sees lines of multicolored strands being pulled and twisted. One seems to pass right through him.

The dreadful purpose of the unholy rite begins to become more clear when the flesh starts rotting away from the dead Caliban's body. Baleful red eyes open in the dessicated remains of his face. His hands, now literally claws reach out to rend the living. New stirrings and rocks shifting can now be heard from outside the alcove.

Code:
Blo|.|d 
Cave.| 
|.Ca.|
Vo.Dr.Dj   (row 1)
Ja.Na.Ra   (row 2)


OOC: Roll initiatives, but you don't have to post in that order.
the back corner is now filled with rubble. Drisdhaun and Vorgrym are adjacent to Caliban. Djaar is as well, but has cover from him.
The tunnel you are digging provides complete cover from Caliban, and either of the to diggers can start inside it (prone) if they want.
The spider is clinging to the wall in Javliex's space.
the undead Caliban is prone, and probably immobile, still half buried in rock.
 
Last edited:


Phaezen

First Post
OOC, just a reminder that everyone gets a +2 initiative bonus from me

OOC, For referance of healing done earlier, have we had a short rest? My mini statblock assumes not.

[Sblock=Initiative]

Initiative (1d20 4=13)

[/sblock]

[sblock=mini statblock]

Drisdhaun - Male Drow Resourceful Warlord 1
Initiative: +2, Passive Perception: 9, Passive Insight: 9 Darkvision
AC: 16 Fort: 14 Reflex: 12 Will: 14
HP: 16/22 Surges: 6/7 Surge Value: 5
Action Points: 1, Second Wind: used
Powers -
Opening Shove
Vipers Strike

Hammer Formation
Cloud of Darkness or Darkfire

Inspiring Word
Inspiring Word
Bastion of Defense
[/sblock]
 
Last edited:

nerdytenor

First Post
"Well, that is interesting." Rantyr seems genuinely fascinated and strangely unperturbed by the transformation that has overcome Caliban. "A pity I did not hear the ritual myself. It could have proved useful."

OOC: Initiative 13 (forgot to add +2 for warlord bonus in invisible castle).

[sblock=Rantyr Status]
Rantyr, Drow Warlock 1
Init +5 Perception: 9 Insight: 9 DarkVision
AC 19 Fortitude 11 Reflex 14 Will 15
Hit Points: 21 / 25 Bloodied: 12
Temporary Hit Points: 0
Action Points: 1
Healing Surge: 6 Surges per day: 6 / 7
Encounter Resources:

  • Witchfire
  • Darkfire OR Cloud of Darkness
  • Use Action Point
  • USED Second Wind
Daily Resources:

  • Dread Star
[/sblock]
 


EvolutionKB

First Post
Vorgrym

[sblock=Init: 16]
Roll Lookup
[/sblock]

"Undead!? What did they do to you?" The mercenary draws both blades and attempts to plunge them into the undead drow's torso.

[sblock=Actions]Dual strike the undead. I included CA for him being prone. Mark him as well. 12 to hit with short sword 4 damage. 21 to hit with parrying dagger for 3 damage. Roll Lookup
[/sblock]

[sblock=Combat block]
Initiative +3
Senses Darkvision; Passive Insight 12, Passive Perception 12
HP 27; Bloodied 13; Healing Surge 6 ; Surges Per Day 10
AC 18; Fort 15, Ref 14, Will 12
Speed 6
Action Points 1
:melee:Dual Strike(standard; at-will) ✦ Martial, Weapon
+8/+6 Main and Off-hand vs AC. 1d6+3/1d4+2 damage.
:melee:Footwork Lure (standard; at-will) ✦ Martial, Weapon
+8 vs AC; 1d6+6 damage and Vorgrym can shift one square and slide the target into the space Vorgrym left.
:melee:Distracting Spate(standard; encounter) ✦ Martial, Weapon
+8 vs AC. Hit: 2d6+9 and the target grants combat advantage to Vorgrym until the end of his next turn.
:melee:Lasting Threat (standard; daily) ✦ Reliable, Martial, Weapon)
+8vs AC; 3d6+6 and the target is marked until the end of the encounter or until Vorgrym is knocked unconscious. No mark can supercede this one.
Cloud of Darkness(minor; encounter)✦Close Burst 1
Effect: The burst creates a cloud of darkness that remains in place until the end of Vorgrym's next turn. The cloud blocks line of sight, squares within are totally obscured and creatures within are blinded until they exit. Vorgrym is immune to these effects.
Darkfire(minor; encounter) ✦Range 10; 1 creature
+6 vs Reflex; Until the end of Vorgrym's next turn all attacks against the target have combat advantage and the target can't benefit from concealment or invisibility[/sblock]
 

Remove ads

AD6_gamerati_skyscraper

Remove ads

Upcoming Releases

Top