Beyond the Rerisen Tower(DM Iron Sky, Judge: renau1g)

Toeto stands back while the thieves and arcanists take care of the traps. She can't see much in the twisting and dark tunnels, but she does manage to spot a tripwire dangerously close to Eithal.
She points out the hazard and sputters, "Eithal, careful..."

OOC: Eithal can reroll that check. (Maybe she can pick something other than Arcana since Kaz got the last trap? :) )

Perception is 1d20+11, +4 for round bonuses, +1 from Kaz, +4 from Speak with Spirits encounter power, -3 for Aid Another.
 
Last edited:

log in or register to remove this ad

The group moves carefully through the hallway, avoiding what traps they can and disarming those they can't. Scything blades, spike launchers and pits, explosive runes, collapsing ceilings and floors, a whole arsenal of dangers are carefully circumnavigated.

As a bonus, Fredrock finds where an old trap damaged the massive door to an ancient vault, allowing the group to sneak in and take what is inside before heading on to the final confrontation.

---

The group heads onward, slipping behind the main rooms packed with hundreds of the dead and making their way down a dark tunnel to the heart of the temple. Rusting iron doors inscribed with a leering face stand before the group. After a brief preparation, Eithal and Fredrock kick them open and the group heads in.

The room inside is carved out of the natural rock and, while most of it is finished stone, inlaid with an ancient and obscene hieroglyphic language, along the sides there are small natural ten-foot tall cliffs. Six white marble pillars support the roof, their distinctive design and seeming purity implying they were stolen from some other temple and placed here as a contrast the the foul sense of this place; pillars of purity slowly being eroded by the foul taint in the very air...

In nooks on the walls are statues of twisted creatures, part man, part raven, like some abominable kenku god. Standing before each one is a robed figure. At the far corners of the room are two mausoleums, each with a massive Hungerer king depicted on its walls performing acts of depravity, sacrilege, and slaughter...

Jutting from the walls are two red crystals, each pulsing with a red light...

At the center of the room is a fiery pit lined with iron spikes. A metal bridge runs across the space to a red metal platform suspended by chains. A familiar figure stands in the center, gold mask gleaming as burning ravens swirl around it...

"Welcome to the home of your new gods," the figure says in a deep voice, the words echoing and distorting even in the relatively small space of the temple.

A familiar faintly female voice whispers inside the group's heads.

-you can end this; the statues on the sides, they must be destroyed to complete the banishment of the Forbidden Gods-

"Your friends have already converted and will prove to be useful servants indeed."

The group looks at the figures to see their hoods drop. Whatever they are now, they were once Livia and Cale, but their eyes now burn with mindless, inhuman hatred. Cale's skin writhes and knots as you watch and he grins with blackened teeth. Livia shimmers faintly, a black bow and arrows of black energy swirling into existence in her hands.

-the crystals on the walls channel the eldrich magics of the Council of Ravens to protect my body; until they are destroyed I cannot be harmed-

"Bow down know before the gods and we will use the power of the Council of Ravens to rule this world! Just bow your head and drop to a knee one time and you need never bow or scrape or grovel to another again. They will wail at your coming and sacrifice their very children at your feet out of terror of the awesome power you will wield!"


-end this now, please, before they use my power to-


The voice cuts off in a tortured scream inside your heads that is amplified throughout the temple, ending in an echoing boom:

"KNEEL!"


GM: Yishim also had -2 for repeating Arcana.

I'll roll Eithal's reroll to keep things moving: 1d20+7=25.

I'll get the combat going tonight. In the mean time, you can roll initiative, make your reply to its offer/demand, adjust character sheets for gear, etc.

Also, who has the two Greater Radiant Orbs that the Goddess gave you? Those might be relevant...


[sblock=Skill Challenge]Objective: Make your way to the dark temple at the heart of the warrens by navigating the treacherous hazards of the long, dark tunnels leading to them.

Round 3 Results:
Fredrock: Insight 35(Nat 20), 4 points, Treasure found, Dungeoneering 29, 3 points
Yishim: Arcana 27, 3 points, DC 26 Trap disabled
Scarm: Thievery 35, 3 points, DC 21 Trap 1 disabled
Eithal: Arcana 15->25, 2 points
Kaz: Perception 25, 2 points, DC 21 Trap 2 disabled
Toeto: Perception 19, 1 point

Round Total:
18 Points, 3 Victory Points and Miracle(more treasure found)

Final Result:
6 Victory Points, Advantage: The group has a chance to ready themselves before they head into the temple. Ready any weapons and gear, activate any powers desired. Power activated now will be treated as though they were activated in the first round of combat. Also warned by the Sorceress before combat.[/sblock]

[sblock=Treasure]220gp
20 x pearls(10gp each)
5 x ancient tapestries(250gp each)
Imposters +2 Finemail(Level 6) Toeto
Cloak of the Walking Wounded +2(Level 9) Eithal[/sblock]
 

NEVER! You will pay for what you have done to my friends and the innocent people of this area. Prepare yourself, for you do not have much time left in this World!" Fredrock says, the rage visibly showing on his face and in the sound of his voice. A empty potion vial drops to the ground beside him as he advances into the room
[sblock=pre-combat actions]
drink potion of Regeneration, ready shield and hammer
[/sblock]
[sblock=Fredrock]
Regen 5 when if bloodied
HP down 5 of 58

Fredrock Hammersmith - Male Dwarf Battlemind, level 5
Passive Perception: +16, Passive Insight: +21 Senses: Low-Light
Init +1, Speed:5
AC:22, Fort:18, Reflex:18, Will:20
HP 53/58, Bloodied:29, Surge Value:14, Surges left:9/13
Action Points: 1/3, Power points 4/4
Powers-
Blurred Step link
:close:Battlemind Demand link
:melee:Mind Spike link
:melee:Bull's Strength link
:melee:Iron Fist link
:melee:Mist Weapon link
Second Wind link
Battle Resilience link
:close:Telepathic Challenge link
:melee:Aspect of Elevated Harmony link
:melee:Beckoning Strike link
:melee:Beckoning Strike attack

Item powers
Dwarven Scale armor link

:melee:MBA +11 vs AC, 1d10+6 (brutal 2)
:ranged:RBA +1 vs AC, 1d4-1 (improvised..would have to pick up a rock or something)
[/sblock]
 
Last edited:

OOC: Init = 17

I think Scarm took the orb, or was it Toeto? The one orb was the only treasure claimed IIRC. Mind if we distribute the rest (minus the two orbs) at the end of the adventure?

Also, I'm trying to figure out how many AP we should have in total, 3? (starting+encounter reward+1 milestone?)


Unholy abominations! How dare you create false golds and enslave our friends with your dark powers! Kaz says, his usually calm and quiet voice sounding loud and angry. This one shall hunt each and every one of you down and send you back to the abyss that you were spawned from! Himura Kazuhira swears it! he shouts.

[sblock=pre-combat actions]
Ready weapon, drink potion of regeneration.
[/sblock]

[sblock=stat block]
Kaz Male Elf Avenger 5,
Initiative: +5, Passive Perception: 24, Passive Insight: 17, Senses: Low Light
AC:21, Fort:16, Reflex:17, Will:19
HP:52/52, Bloodied:26, Surge Value:13, Surges left:4/9
Action Points: 2
Basic Attack Battlecrazed Executioner's Axe+1, +7 vs AC, 1d12+3 damage (+1d12 on crit, 19-20 threat against undead, +1d6 when bloodied, reroll 1&2 damage)

Powers:
Bond of Pursuit
Overwhelming Strike

Angelic Alacrity
Oath of Enmity
Abjure Undead/Divine Guidance
Sequestering Strike
Avenger's Resolve
Second Wind
Elven Accuracy

Amulet of Life +1
Aspect of Might
Strength of Many
Battlecrazed Executioner's Axe +1

Conditions:
Non-elf allys within 5 square get +1 to perception.

If oath target moves away willingly, +6 damage to next attack. (Censure of Pursuit)

Can shift through difficult terrain (wild step)

+2 to Defense, +1d6 damage if bloodied (equipment)
[/sblock]
[sblock=Immediate Interrupt]
If Kaz is damaged by monster other than oath target:
Avenger's Resolve: 5 Resist EONT.
[/sblock]
 

OOC: I'm not sure who has the greater and even the lesser orbs. I'll try to take one of each from whomever has them as I quickly run out of encounter / daily powers and could use some burst radiant capabilities.

Initiative 1d20+6=9


Yishim activates a sunrod and drops it in the center of the room to ensure the area is bathed in light.

[sblock=Yishim Stat Block]Yishim- Male Human Wizard 5
Passive Perception: 14, Passive Insight: 17
AC:19, Fort:14, Reflex:19, Will:18, Resist 10 Force -- Speed:6
HP:34/37, Bloodied:18, Surge Value:9, Surges left:4/6
Initiative +6
Action Points: 1, Second Wind: not used
Powers: Scorching Burst, Phantom Bolt, Shield, Heroic Effort, Grasping Shadows, Maze of Mirrors, Orb of Deception, Orb of Insurmountable Force, Phantom Chasm, Visions of Avarice, Brooch of Shielding
Other: Deathwalker's Boon, Resplendent Gloves[/sblock]
 

OOC: Scarm didn't want the orbs as he already has quite a bit of radiant damage at his disposal.

Also WOOHOOO ZOMBIE LIVIA xD

Scarmiglione advances into the room, head cocked quizzically at one of the man-raven statues.

[sblock=combat start]Staff of ruin in one hand, rhythm dagger in the other; no powers to activate. Instead, Scarmiglione takes the opportunity to have a good look at the statues, trying to figure out how hard it will be to destroy them.

Initiative 1d20+6=23

Look at statues: 1d20=20. Not sure what skill to use here (Thievery? Perception?), so just the naked d20 roll, but a good result in any case. Scarm's getting some impressive luck on his rolls these days.[/sblock]
 

OOC: Upped my AC by 1 because of the new armor.

Toeto did take 1 of the 3 lesser radiant orbs. I'll also take 1 of the 2 greater orbs for the same reason (my standard actions are less important than my minor actions).

Sprout is summoned. I'll use Protective Roots while we're all gathered together. Everyone gets 3 DR until the end of the encounter.

Toeto wraps her arms around herself upon walking into the chamber and begins to shiver - not from cold, but from fear. The temple is deeply unnatural, its disturbing sculptures and undead inhabitants poisoning the very spirits that linger in the area. It takes all of the shaman's strength not to collapse to her knees on hearing the booming command.

But despite all that, the bravado that Fredrock and Kaz gives her the push she needs to keep going. If anyone can stop this queen of ravens, it's them. Toeto calls Sprout to enter the world and, while everyone is still close together, blesses them with a mystical layer of basilisk-like scales.

[sblock=Toeto stats]Toeto - Female Lizardfolk Shaman 4
Initiative +4, Senses: Insight +6, Perception +11; low-light vision
HP 43/43; Bloodied 21, Surge Value 10, Surges 7/10
AC 20; Fortitude 17, Reflex 15, Will 18
Speed 5
Action Points 2

Conditions
3 DR until end of encounter

Powers
Spirit's Shield
Call Spirit Companion, Imposter's Finemail, Protecting Strike, Voice of Battle
Certain Threat, Healing Spirit x2, Lizardfolk Recovery, Speak with Spirits, Spring Renewal Strike
Hungry Spirits Totem, Protective Roots, Spirit of the Healing Flood

Notes
Any ally adjacent to Toeto's spirit companion regains +3 additional hit points when he or she uses second wind or when Toeto uses a healing power on him or her.
Boon: When Toeto summons Sprout, enemies adjacent to her take 1 radiant damage and allies adjacent to Sprout gain 1 THP.

[sblock=Spirit Companion notes]The spirit companion is treated as a conjuration with some exceptions.
  • It occupies 1 square like an ally does.
  • It is only affected by melee or ranged attacks (not close/area attacks or zones).
  • It is dispersed if it takes 12 or more damage from a single blow, and Toeto takes 7 damage. It is otherwise unaffected by attacks. It uses Toeto's defenses.
  • It cannot be flanked and it does not grant flanking.
  • The companion can move 5 squares whenever Toeto takes a move action. It is not affected by difficult terrain.
[/sblock]
[/sblock]
 

"Eew! Calie! Yew needah brush youah teeth!" The axe slips from the strap on Eithal's back, "Heah. Layet me hayelp yew."
OOC: Initiative: 1d20+3=22
[sblock=Ministats]Eithal Lemindt Arehei Female Goliath Warden Level 6
Initiative: +3
Speed 6
Passive Perception: 18; Passive Insight: 13; Senses: Normal
Powerful Athlete: Roll twice for Jump/Climb Athletics checks
AC: 21; Fort: 19; Reflex: 13; Will: 15
HP: 71/71
Surge Value: 17; Surges left: 12/13
Action Points: 1
At Will Powers:
:melee: Strength of Stone link
:melee: Thorn Strike link
:melee:Warden's Fury link
Warden's Grasp link


Encounter Powers:
:melee: Grasping Winds link
:melee: Relentless Panther Attack
link
:close: Burst of Earth's Fury link
Stone's Endurance link
Warden's Tempest link
Second Wind

Daily Powers:
Form of the Relentless Panther link
Storm Strike link
Bear's Endurance link

Feats:

Sudden Roots: Whenever Eithal hits an enemy with an Opportunity Attack, that enemy is slowed until the end of its next turn.

Crushing Earthstrength: When Eithal uses her second wind, she gains a +4 bonus to her weapon damage rolls until the end of her next turn.


Guard of Stone: While Eithal is under the effect of her stone’s endurance racial power, each enemy marked by Eithal takes an additional penalty to attack rolls for attacks that don’t include Eithal as a target. The penalty equals her Constitution modifier and lasts until the end of her next turn.

Courage of the Lone Stag: When you mark three or more enemies with Nature’s Wrath, you gain a +2 bonus to weapon damage rolls against creatures you mark until the start of your next turn. This bonus increases to +3 at 11th level, and to +4 at 21st level.[/sblock]
 

The Dark Temple, Round 0

GM: Finemail is master work and gives an additional point of AC so Toeto's AC should have gone up 2.

I think you're right on the AP count Luinnar.


[sblock=Initiative]Enemy Initiative: 18

Scarm and Eithal are up first.[/sblock]

[sblock=Combatants]Scarm: V17, DR3
Eithal: U15, DR3
Kaz: V15, regen 5 bloodied, DR3
Fredrock: U16, regen 5 bloodied, DR3
Toeto: W16, DR3
Yishim: W15, DR3

Avatar of Ravens
: K15
Avatar of Ravens: Max HP ??, AC ??, Fort ??, Ref ??, Will ??, Resist ??, Vulnerable ??. Powers - MBA ??, Burning Ravens(Aura 1): Any creature that enters or starts its turn in the aura takes 5 fire damage and grants CA to the Avatar.

Ravenchanged Cale
: O24
Ravenchanged Cale: Max HP ??, AC ??, Fort ??, Ref ??, Will ??, Resist ??, Vulnerable ??. MBA - ??

Ravenchanged Livia: N7
Ravenchanged Livia: Max HP ??, AC ??, Fort ??, Ref ??, Will ??, Resist ??, Vulnerable ??. MBA - ??

Left Crystal: J8
Right Crystal: J23
Crystals: Max HP ??, AC ??, Fort ??, Ref ??, Will ??, Resist ??, Vulnerable ??

Left Statue: N4-O5
Right Statue: M26-N27
Statues: Max HP ??, AC ??, Fort ??, Ref ??, Will ??, Resist ??, Vulnerable ??[/sblock]

[sblock=Terrain and lighting]Pillars: they do not occupy squares, but it is difficult terrain in any square the white touches. They provide cover.

Flaming Pit: Any creature that enters or starts its turn in the area between H13 and N18 takes 1d10 fire damage. The pit is 10' deep. Any creature falling in takes 1d10 falling damage, 1d10 damage from the spikes and 1d10 damage from the fire. Starting your turn in the fire pit inflicts an additional 1d10 damage.

Cliffs to the Statues: The cliffs are 10' tall and require DC 15 Athletics checks to climb.

Lighting: Thanks to Yishim's sunrod, the whole place is brightly lit.

Altar: The altar in the back takes an Athletics check DC10 and 2 squares of movement to climb on top of.[/sblock]
 

Attachments

  • FinalKombat.jpg
    FinalKombat.jpg
    254.5 KB · Views: 134


Remove ads

Top