24 - 4e style

Leyra

“Command? You making sure that this stuff is secured?”

Since time is of the essence, Leyra only sits down for a few minutes to catch her breath after the exertion, and then gets up to follow the Flameskull to the dam.


OOC: EDIT: no powers used!
Dagran - Bastion of Health (heals 8 + HSV);
Nathan - Healing Word (heals 11 + HSV);
Leyra - Healing Word (heals 26).
 
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[sblock=Leyra]You don't take two short rest here... Just one (and barely that). You used both healing word in the fight, if you use them again during the short rest, you start the next fight with no healing word.

There's a mad flameskull flying toward the dam... You know what happens to Undhil if the dam is destroyed in some devilish scheme? You run after it as soon as you have caught your breath.[/sblock]

-''Guys, don't worry about the site. We got a recovery team on the way. Get to the dam now!'' urges Control One.
 
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Leyra

[SBLOCK=OOC]I see... in that case, none of the powers above are used.

Leyra spends an Action Point, though, to recover her Beacon of Hope power with the Veteran Armor.
She will likely (depending on situation) use that right at the beginning of the next combat to give everyone +11 hit points.
So there is no need to go crazy on using healing surges now (only for Nathan it might make sense to use one up).[/SBLOCK]
 
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Garr8ick takes a couple of deep breaths as he watches the skull sail away like the wind.

"It's about time someone created some flying armour. Has no one got a flying carpet? Come on!"

With that little moan on his lips he starts to run after the retreating demon.
 




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As the agents runs the hundred yards separating them from the dam, the 'boss lady' update them on the situation.

-''We made some arrests at other smuggling bases. Smugglers, angels, zombies, devils... it's a mess. But based on some arrests our analysts have untangled some threads. It seems we are dealing with an alliance between the churches of Bane and Vecna. And as you know, the supreme leader of the chruch of bane is the Emperor of Karth. Their interest in this is clear. Vecna's interest is muddier... But that's for the investigators to figure out. Right now we have reasons to suspect that the dam is under attack. No one is answering over there on the resonance crystal network. Get there soon. Our engineeres believe they intended to dump the grey death in the water and then bust the dam. The flooding would have made the contamination even worse. But even without the poison, the desturction of the dam would be a catastrophe. Hurry!''

After an exhausting race, the agents reach the top and are greeted by the sight of two dead guards. The poor guys were obviously caught by surprise. The team warily enters the structure. As soon as the door are opens they are welcomed by a hail of shadowy shurikens which both misses the alert combattants.

stealth (1d20+13=29, 1d20+13=29) 2 success

Dagran;Nathan +2 CA, -2 range (1d20+10=14, 2d4+3=10, 1d20+10=11, 2d4+3=8)
[sblock] both miss

Initiative (Leyra,Nathan,Barrion,Garrick,Mirage,Dagran,Bad guys) (1d20+6=23, 1d20+3=15, 1d20+4=23, 1d20+11=13, 1d20+7=24, 1d20+5=25, 1d20+10=20)

Leyra, Barrion, Mirage and Dagran beat the Bad guys initiative.

[sblock=Secondary objective]You have the choice of being careful and face a tougher fight after this one or power through and face an easier fight after...

If you kill the opposition in before my bad guys have acted a sixth time (beside the surprise round), you will manage to reach the main ritual chambers while the opposition is still completing their preparation and there will be no countdown. If it takes more than five, they will be entrenched and there will be a countdown on the next fight...[/sblock]

[sblock=Info about the terrain]
DIM LIGHT! There is poor lighting throughout the map once you pass the first double line. Dim and dirty light crystals lodged inside the walls provide some limited illumination. Nathan and Garrick; watch it. Your PCs don't have low-light vision. Target in dim light have concealment to attacker without low-light vision.

The XX area are makeshift covers gathered by the two assailants. It's an assortment of furniture. It grants superior cover from ranged attack across it to anyone adjacent who doesn't have any enemies adjacent to him (the assumption being that you hunch behind it and maximize the cover, which you can't do if your neigbour is trying to decapitate you.)

You can jump on it as part of your normal movement with a jump (athletic) 25 check. If you try it and fail you end your movement prone in the square before the XX. Otherwise, a simple move allows you to step on it. However you reach the top of this mini barricade, you then need to make a balance (acrobatic) 20. Fail, by 5 or more and you become prone, fail by less and you stand but your move ends. Either way, you concede combat advantages. XX is difficult terrain and cost double to move. You can forego the balance check and choose to simply crawl on it, conceding both combat advantage and taking -2 to attack but at least being certain to move forward.

Teleportation ; remember you need LOS.

The entrance doors are open so ignore the double line in front of Nathan and Dagran. Otherwise, double line indicate closed doors. They take a minor action to open... if unlocked. DC 22 thievery or DC 17 strenght check standard action otherwise.

You are almost on top of the dam. This corridor is inside the dam, right before the roof. The grey squares next to Garrick is a stair that lead to the actual roof.

The system of linked 5x5 rooms are ritual rooms. That's where arcane engineers conduct the rituals required to strenghten and maintain the integrity of the whole structure. These are secondary rooms. Your intel suggests that the lead bad guys are located at the main chamber, in the heart of the building, on lower levels, and will conduct a ritual to weaken and bring down the dam.

The room to the right is a locker room for some of the personnel.
[/sblock]

[sblock=Monsters Stats]
Mad Monk
Senses Perception +10
HP 68; Bloodied 34
AC 22; Fortitude 16, Refl ex 20, Will 18
AoO = +12 vs. AC; 1d8 + 4 damage.
Low Light Vision

Currently enjoy superior cover.
[/sblock]
 
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Mirage moves just inside the door way and uses his orb to draw on his hellish heritage. A ball of fire barrels down the corridor and explodes upon impacting the barricade. The monk on the left is burned but the other one is not hit. "Hope we're not going for subtlety. "
he says offhandedly to his companions.

[sblock=ooc]Healing Surges: none have been spent yet today.

Minor: na

Move: move to K5.

Standard: scorching burst @ K15 DM@J16;DM@K16 (1d20 10=27, 1d20 10=19, 1d6 5=7)

[/sblock][sblock=stats]Initiative +7

Hit Points 41/49
Temporary HP 0
Healing Surges 8/8

Action Points 0
Milestones 1

Armor Class 19
Fortitude 16
Reflex 19
Will 19

OA :bmelee: Dagger +5, 1d4-1

Passive Perception 14
Passive Insight 19

Character Sheet

[sblock=Power Tracker]General:
Surges 8/8
Second Wind
Action Point

Encounter:
Infernal Wrath
Grasping Shadows
Maze of Mirrors


Daily:
Phantom Chasm*/Sleep
Phantasmal Terrain*/Featherfall
Phantasmal Assailant*/Fireball
Invisibility/Disguise Self*


Item:
Orb of Imposition
Orb of Impenetrable Escape/Phantom Soldier[/sblock][/sblock]
 

Dagran pushes forward and tries to climb over the barricade. He can't make it over and falls prone.

[sblock=rolls]2 moves to K14, falls in k13Athletics DC 25 (1d20 12=19) if it isn't too late, I will pop Unbreakable on the first attacjk that does 8 or more hp.[/sblock]
[sblock=status]Prone; HP / 65/66 HS: 6 left

Dailies Left
Unstoppable - Minor Action
Brute Strike - Standard Action, Reliable

Encounters Left
Steel Serpent Strike - Standard Action
Crushing Blow - Standard Action
Unbreakable - Immediate Reaction
[/sblock]
 
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