24 - 4e style

Leyra

After shrugging off the debilitating effect (Save 10) and making sure that Garrick does not stay on the ground like that (Heal 25), Leyra takes the time to get as much rest as they can before the inevitable pursuit deeper into the dam and towards the ritual chamber.

“By Corellon, I sure hope we will have more luck taking the ritual team down...”


OOC: Short rest and spending 2 healing surges.
 

log in or register to remove this ad



"Thank you, Leyra." Garrick nods gratefully as Leyra eases his injuries, "I will try to do the same for you some day. Now I suppose we had better get a move on."

The little rogue takes a few deep breaths and flexes his arms, trying to relieve the pain of his injuries.

[sblock=OOC]1 HP + 25 (from Leyra) Spend 2 surges for 26, takes him to full HP.[/sblock]

[sblock=Stats]Surges 3/6 remain. All Dailies used. Action Points 1[/sblock]
 

OOC: The 25 is not the number of hit points healed, it is the result of a skill check. I think that check it only bring you to one.
 

OOC: Yep, I'm afraid, but you read a bit too much in there, Digger. Leyra only has a single Daily Healing Power left before the inevitable short rest... :)
 

making sure that Garrick does not stay on the ground like that (Heal 25), Leyra
[sblock]So, did that mean that Leyra did a Heal on Garrick and if so for how much? He started with 1HP (courtesy of our glorious GM) and used 2 surges - 26 + 1 + ?. [/sblock]
 

[sblock]So, did that mean that Leyra did a Heal on Garrick and if so for how much? He started with 1HP (courtesy of our glorious GM) and used 2 surges - 26 + 1 + ?. [/sblock]

[sblock]She just did a heal check. In my previous post I said it was a given someone did a successful check on you (you can take 10 out of combat) but Leyra made an actual roll.

You are at 1 and any healing you get before the next fight must come from your remaining healing surges.
[/sblock]
 

The agents have barely taken a breather that they are urged through their communication crystals to get moving again. Pushing pain and fatigue at the back of their mind, they soldier on. They rush deep in the complex, moving toward the main ritual chamber. Its purpose is to allow powerful rituals reinforcing the entire structure but it could be used for other purposes entirely. Right now, a suicide attack destroying the all important dam seems most likely.

As they finnally reach the large oak doors that lead to the chamber, they realize that it's locked. Leyra immediately warn the team; the door seems rigged with some kind of trap. Tiny and camouflaged wires are barely visible near the bottom hinges and promise something foul should the door be opened.

Leyra's Perception VS 22 (1d20+15=28)

Garrick quickly goes to work and enlists the aid of Barrion who is himself fairly competent in the art of bypassing locked door and heinous traps. Meanwhile the rest of the team steps back to safety.

Garrick's Thievery with Barrion's aid VS 22 (1d20+16=29)

The duo makes quick work of what turned out to be a very nasty acid gas trap. They recover three doses worth of alchemical acid in the process which are promptly distributed amongst the agents.

[sblock]3 Alchemical acid, Level 6: +9 vs. Reflex; 1d10 acid damage and ongoing 5, acid damage (save ends), range 5/10. They are contained in small glass flask. Distribute as you see fit (First to claim he has one, has one, basically), though I want it made clear who has the flasks by the end of round 1.

That freebie is due to beating the trap by a margin of more than 5[/sblock]

They are now ready and with so little time and the certainty of coming opposition, they slam the door open and prepare themselves for war! They are immediatley confronted with enemies. Down the corridor they see one of these pesky frost zombie defending what appear to be two evil cultists. One is a demented halfling and the other a greenish dragonborn with tiny horns and a big attitude. To their left, they see another zombie next to a bizarre looking contraption. It's taller than a man and on wheels. It has dozens of metal tubes pointed in their direction and just seems very unfirendly. It appears to need to be operated by a soldier of some sort, standing behind it.

More eerily, they hear from inside the ritual chambers some highly suspicious chants as well as a growing beastial roar. They might not be merely trying to bring the dam down, after all.
 
Last edited:

4shared.com - photo sharing - download image Ritual1.jpg

Ritual1.jpg


OOC : Important notes.

The corridors (Rows 6+7 and 28+29 and the columns F+G and AB+AC) are substantially higher than the inner chamber. We are talking 20 feet (4 square).

Note the dotted spots along the wall surounding the inner chamber (Such as H14). These are the access panels to the chamber. As a minor action you scan slide the cover of a peephole and see inside. You can't attack through that peephole; you can barely see in fact. A minor action allows you to pull a lever and drops the panel forward, like a drawbridge (except it goes all the way down since there is no floor to stop it). It is impossible to then raise the panel within the time frame of a fight (You'd need to grab the hooked pole next to panel and fish it up). These panels are here for protection from whatever happens inside but are designed to open very fast to allow for a rescue. There is a roped ladder tied to the panel, it drops along with the panel.

Refer to PHB 182 for climbing, with the following addendum; it takes a move action just to put yourself in position to climb down. The set up and the fact that this a rope ladder rather than a wooden one conspire to make it akward to use. Once you spent that move to get in position, it is an automatic success (DC 0) to take another move to climb down half your speed.

The fall from that height would be 2d10; remember that acrobatic trained PC can reduce that. If you reach 5 feet high you can drop as a free action with out risks of injury.

The Yellow Rooms are simply the ritual components storage room. Lots of bat guano, faerie powder and whatnot.

The Black Pillars inside the chamber are humming with power and have an eerie green aura. It is obvious to the dimmest mind that they shouldn't be touched. It causes 1d10 of force damage to do so. If using forced movemement, remember the saving throw.

All the doors are locked. Except, obviously, the one you just unlocked (hence the fact it ain't on the map). None of the others are trapped. DC 22 to open with a standard action + a minor to draw lock picking tools.
 
Last edited:

Remove ads

Top