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A Monk, a Wizard, and a Swordmage Walk into a Fallcrest; a 4e Story Now game
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<blockquote data-quote="Manbearcat" data-source="post: 9371389" data-attributes="member: 6696971"><p><strong>MECHANICS, TERRAIN, ET AL</strong></p><p></p><p>* <strong>Illumination</strong>: Full.</p><p></p><p>* <strong>Both sets of Steep Stairs</strong> are<strong> Challenging Terrain</strong>; Low DC (8) Acrobatics or Athletics or Difficult Terrain.</p><p></p><p>* Squares filled with <strong>big rocks/ruined pillars</strong> are <strong>Difficult Terrain</strong>.</p><p></p><p>* <strong>Unstable Wooden Ceiling Joists</strong>, 15 ft up, span rows 7, 10, and 13 and columns G and M (intersecting): Acrobatics DC 12 to traverse. Failure by 4 or less and the creature can't move any further as part of the current action. Failure by 5 or more and the creature falls prone in the initiating sq.</p><p></p><p>* <strong>Arcane Turret (Trap) Level 1 Large, Standard Blaster XP 100</strong></p><p><em>The turret mounted on a 15 ft platform pans slowly from on high, surveiling the room for offenders.</em></p><p></p><p></p><p>* <strong>Stasis Chamber with Starn (T) in the middle</strong> are squares I-K/9-11. There is no Line of Effect or Line of Sight into or out of this opaque chamber. See Skill Challenge Below:</p><p></p><p><strong>FREE STARN FROM THE STASIS CHAMBER LVL 2/COMPLEXITY 1</strong> (4 Success/3 Failure/1 Secondary Skill as Minor Action) <strong>PRIMARY SKILL DCS 13, SECONDARY SKILL DC 9</strong></p><p></p><p></p><p></p><p>* <strong>Acidic Leavings (hindering terrain - purple squares)</strong>: A square of acidic leavings is difficult terrain for creatures. They sink into the corrosive mire, the caustic material clinging to flesh and clothing. In addition, any creature that starts its turn in a square of acidic leavings takes ongoing 5 acid damage per tier and is slowed (save ends both).</p><p></p><p>* All squares of <strong>Pillars </strong>are <strong>Blocking Terrain</strong>. They can be Stunted with via Athletics.</p><p></p><p>* <strong>Tower Iron Crusher </strong>(medium, construct, homonculus, Brute, Standard) = HP 35, AC 13, Fortitude 13, Reflex 12, Will 11.</p><p></p><p>* <strong>Tower Iron Runners </strong>(medium, construct, homonculus, Skirmisher, Minion) = HP 1, AC 15, Fortitude 12, Reflex 13, Will 11.</p><p></p><p>* Roll <strong>Monster Knowledge x 3 (1 for each of Mauler and Skitterers and for Arcane Turret's Trigger) </strong>and <strong>Initiative</strong>.</p><p></p><p><strong>LIEF (L)</strong>: [r13+6] = 19</p><p><strong>RUNNERS (M)</strong>: r(8) +5 = 13</p><p><strong>SARIEL (A)</strong>: r(10) = 10</p><p><strong>STARN (T)</strong>: Trigger met on Sariel turn; r(12) +0 = 12</p><p><strong>CRUSHER (C)</strong>: r(8) +1 = 9</p><p></p><p>[ATTACH=full]366951[/ATTACH]</p><p></p><p><strong><em>ROUND 1</em></strong></p><p></p><p>[HR][/HR]</p><p></p><p><strong><em>SARIEL </em></strong><em>eyes the homunculi arrayed before him with some trepidation. Such creatures, if you could call them such, were always an academic curiosity in his studies. Were mortal practitioners of the arcane arts really so beyond seeing to their own defense? Best not to take them lightly. This arcanist better be worth the effort...</em></p><p></p><p><strong>* (No Action)</strong> <strong>Monster Knowledge (Runners) </strong>Arcana [r10+11] = 21 [Hard]</p><p></p><p></p><p></p><p><strong>* (No Action) Monster Knowledge (Crusher) </strong>Arcana [r6+11] = 17 [Moderate]</p><p></p><p></p><p></p><p><strong>* (No Action) Monster Knowledge (Arcane Turret) </strong>Arcana [r2+11] = 13 [Moderate]</p><p></p><p>Arcane Turret trigger not gleaned. No new information.</p><p></p><p>[HR][/HR]</p><p></p><p>Of note, Starn will have Tenser's Floating Disc Ritual up at the beginning of this:</p><p></p><p>* 10 coin spent from his 1st level coinage.</p><p></p><p>* Arcana r(4) +12 = 16 Arcana result. 500 lbs load-capable.</p><p></p><p>* 3 ft diameter disk, a single character can stand on it (Starn in this situation), it floats 1 foot off the ground, and Starn can command it to move his speed with a Move action.</p><p></p><p>[HR][/HR]</p><p></p><p><strong><em>LIEF </em></strong><em>gives Sariel a look and an awkward shoulder pat—he still has no idea how regular, non-cultist people interact in stressful situations—and bounds into the chamber, seeking cover from the turret, and hoping to start drawing enemies to him.</em></p><p><em></em></p><p><em><The pressure plate field! There it is around the stasis chamber! The constructs appear to not disturb it!></em></p><p></p><p>* Move: Crane's Wings movement action, jumping to H6. Athletics [r16+6+5 power bonus] = 27. 27/5 = 5 squares. Lands on J6 (I think?)</p><p></p><p>* Move: Crane's Wings movement action, jumping to H6. Athletics [r8+6+5 power bonus] = 19. 19/5 = 4 squares. Lands on D6 (assuming 19 rounds up to 4 squares)</p><p></p><p>* Minor: Looking for pressure plates. Perception vs High DC 19; [r14+8] = 22 <strong>TRIGGERS UPDATED MAP AND ARCANE TURRET TRIGGER (GREEN AROUND STASIS CHAMBER IS PRESSURE PLATE FIELD)</strong></p><p></p><p>[ATTACH=full]367143[/ATTACH]</p><p></p><p>[ATTACH=full]367146[/ATTACH]</p><p></p><p>LOCATION: D6</p><p>CURRENT HP: 26</p><p>HEALING SURGES: 9/9</p><p>CONDITIONS TO ENEMIES: na</p><p>CURRENT DE/BUFFS: Perception check uncovered Arcane Turret pressure plate field/trigger.</p><p></p><p>[HR][/HR]</p><p></p><p><em>Drawing upon rote programing, the acid-dripping claws and jaws of the strange bipedal/quadrupedal <strong>IRON TOWER RUNNERS</strong> explode into action as Leif takes to the air to surveil the room. A pair quickly engage both Leif and Sariel, well-timed parries and movement keeping the heroes from taking the worst of the explosive exchange.</em></p><p></p><p><strong><em><strong><em><strong><em>M (F11)</em></strong></em></strong></em></strong></p><p></p><p>* Move: 4 sq to C7.</p><p></p><p>* Standard Action: Claw (M1, acid). Effect: Before the attack, the runner shifts up to 2 squares. Shift 1 sq to C6 and vs L's AC: r(8) +6 = 14. Miss.</p><p></p><p><strong><em><strong><em>M (G13)</em></strong></em></strong></p><p></p><p>* Move: 5 sq to G7.</p><p></p><p>* Standard Action: Charge to E6 and Claw (M1, acid) (eshew shift) vs L's AC: r(11) +6 +2 (CA) +1 (charge) = 20. Hit. 4 acid damage to L (granting CA to runner).</p><p></p><p><strong><em><strong><em>M (M11)</em></strong></em></strong></p><p></p><p>* Move: 6 sq to J5. <strong>TRIGGERS ACROBATICS VS CHALLENGING TERRAIN DC 8 OF STEEP STAIRS; AUTO-SUCCESS W/ +8 ACROBATICS.</strong></p><p></p><p>* Standard Action: Charge to J2 (as above, Acrobatics auto-success vs Steep Stairs) and Claw (M1, acid) (eshew shift) vs A's AC: r(7) +6 +1 (charge) = 14. Miss.</p><p></p><p><strong><em><strong><em>M (Q8)</em></strong></em></strong></p><p></p><p>* Move: 6 sq to K5. <strong>TRIGGERS ACROBATICS VS CHALLENGING TERRAIN DC 8 OF STEEP STAIRS; AUTO-SUCCESS W/ +8 ACROBATICS.</strong></p><p></p><p>* Standard Action: Charge to K2 (as above, Acrobatics auto-success vs Steep Stairs) and Claw (M1, acid) (eshew shift) vs A's AC: r(19) +6 +1 (charge) = 26. Hit. 3 acid damage to L (not granting CA to runner).</p><p></p><p>LOCATION: C6, E6, X10, J2, K2</p><p>DAMAGE: 4 acid damage to L, 3 acid damage to A.</p><p>CONDITIONS TO ENEMIES: na</p><p>CURRENT DE/BUFFS: na</p><p></p><p>[HR][/HR]</p><p></p><p><strong><em>SARIEL</em></strong><em> appears to provide an opening for the runner in front of him, but instead lures it into dropping its guard as he dispatches the foul creature. In a flash he is gone from sight and reappears nearly in striking distance of where Lief is engaged with the other runners. With a few gestures of his free hand the barrier blocking Starn's vision is no more.</em></p><p><em></em></p><p><em>"Arcanist, we are here to set you free. I suggest you get to work on unwinding the chains that bind you."</em></p><p></p><p>* Standard: Luring Strike. Against runner in J2. r(10)+7 = 17. <strong>M (J2) DESTROYED</strong>. On Hit: Shift 1 to J2. Effect: Shift 1 to J3.</p><p></p><p>* Move: Fey Step (Encounter) Teleport 5 squares to G6.</p><p></p><p>* Minor: Arcana Check r(16)+11 = 27 (Hard) to dispel the opaque barrier. <strong>TRIGGERS STARN ROLLS INITIATIVE r(12) +0 = 12.</strong></p><p></p><p>Location: G6</p><p>Damage: <strong>M (J2) DESTROYED</strong></p><p>Current HP: 28/31</p><p>Healing Surges: 11/11</p><p>CONDITIONS TO ENEMIES: Dispelled the opaque barrier. <strong>TRIGGERS STARN ROLLS INITIATIVE; r(12) +0 = 12.</strong></p><p>CURRENT DE/BUFFS: na</p><p></p><p>[HR][/HR]</p><p></p><p><em>Suddenly the room is revealed to <strong>STARN's </strong>vision. Who and what are these people and creatures around him, what is this place? Putting those questions aside for the moment Starn draws two conclusions, there's a battle taking place! Exciting! He's only read about this. Secondly he's still trapped and needs to get free if he's going to learn more.</em></p><p><em></em></p><p><em>These are divine runes! An obscure piece of scripture of Pelor's holy texts, specifically about Pelors governance of time!</em></p><p></p><p>* Move: Starn sits on his Tenser's Floating Disc and moves it to J11.</p><p></p><p>* Minor: Starn exerts his Arcana, extending his senses in an attempt to find the weakness in the barrier and dispel it. Result 31.</p><p></p><p>* Minor (repurposed standard): Religion test to Discern the Runescription Liturgy, result 14, success!</p><p></p><p>Location: J11</p><p>Current HP: 24/24</p><p>HS: 8/8</p><p>AP: 1</p><p>CONDITIONS TO ENEMIES: Dispelled the Opaque Barrier and Religion test to Discern the Runescription Liturgy resolved; 2/4 successes toward Free Starn from Stasis Chamber.</p><p>CURRENT DE/BUFFS: 1/1 Secondary Skills resolved. Arcana and Religion Primary Skill Training exhausted.</p><p></p><p>[HR][/HR]</p><p></p><p><em>With a thrumm and a glow from something resembling a central module protruding from its chest-equivalent, the IRON <strong>TOWER CRUSHER</strong> comes to life and robotically moves with purpose to intercept the Eladrin Swordmage. Reaching out with a large, grasping appendage it clasps Sariel around his hip/thigh! </em></p><p></p><p>* Move: 4 sq to F7.</p><p></p><p>* Standard: Crusher Grasp (M1, creature) vs A's Ref: r(12) +4 = 16. Hit. r(2) +3 = 5 damage and the crusher grabs A (escape DC 12).</p><p></p><p>Standard Actions</p><p>⚔ <strong>Crusher Grasp</strong> ✦ At-WillAttack: Melee 1 (one creature); +4 vs. ReflexHit: 1d6 + 3 damage, and the crusher grabs the target (escape DC 12) if it does not have a creature grabbed.</p><p></p><p>Traits</p><p><strong>Construct Weakness</strong></p><p>A critical hit automatically reduces the crusher to 0 hit points.</p><p></p><p>LOCATION: F7</p><p>DAMAGE: 5 damage to A</p><p>CURRENT HP: 35/35</p><p>CONDITIONS TO ENEMIES: A is grabbed (escape DC 12)</p><p>CURRENT DE/BUFFS: na</p><p></p><p>[HR][/HR]</p><p></p><p><strong>C</strong> 35/35</p><p><strong>AT </strong> Not presently triggered</p><p></p><p>[ATTACH=full]367244[/ATTACH]</p><p></p><p><strong><em>ROUND 2</em></strong></p><p></p><p>[HR][/HR]</p><p></p><p><strong><em>LEIF </em></strong><em>chokes down a growl at the thing that hurt him, crouches low, and lashes out at it. Then he kicks off the runner to his left, using it as a springboard to roll towards the crusher’s knees and send it staggering back, away from Sariel.</em></p><p></p><p>* Standard: Lion's Den attack on E6 runner. r (20)+4 = 24. <strong>M (C6) DESTROYED</strong>. Enemy who moves adjacent will take 2 Damage.</p><p></p><p>* Free: Centered Flurry of Blows to C6 runner. Damage 5, <strong>M (E6) DESTROYED. </strong></p><p></p><p>* Move: Lion's Den, shift to E6, +1 power bonus to defenses UBoLNT.</p><p></p><p>* Minor: Hunter’s Quarry on crusher, +d6 damage.</p><p></p><p>* Standard (using AP): Crane’s Wings attack on F7 crusher. r (15)+4 = 19. Damage r(5 + 3) + 4 = 12. Pushing it 1 square to G8, freeing Sariel from grabbed condition (out of C's M1 reach).</p><p></p><p>LOCATION: E6</p><p>DAMAGE: <strong>M's (C6/E6) DESTROYED, </strong>12 damage to Crusher.</p><p>CURRENT HP: 22/26</p><p>HEALING SURGES: 9</p><p>AP: 0</p><p>CONDITIONS TO ENEMIES: C pushed 1 sq to G8, breaking A's grabbed condition.</p><p>CURRENT DE/BUFFS: +1 defenses UBoLNT.</p><p></p><p>[HR][/HR]</p><p></p><p><em>The lone remaining<strong> IRON TOWER RUNNER</strong> drops from its bipedal form and easily rushes up the steps on all fours like a metal cat. It swipes a claw at Sariel, but his Swordmage Warding deflects it with an audible "voom" noise.</em></p><p></p><p><strong>M (K2)</strong></p><p></p><p>* Standard: (Autopasses Acrobatics for Hindering Terrain of steep stairs) Charge 4 sq to H5 and MBA Claw (M1, acid) vs A's AC: r(10) +6 +1 (charge) +0 (A has Cover due to Blocking Terrain, but flanking provides CA so cancels) = 18. Miss.</p><p></p><p>LOCATION: H5</p><p>DAMAGE: na</p><p>CONDITIONS TO ENEMIES: na</p><p>CURRENT DE/BUFFS: na</p><p></p><p>[HR][/HR]</p><p></p><p><strong><em>STARN </em></strong><em>watches the two intruders keenly, and decides he had better help them out. I'll try out that Color Orb thing that I drew in my spell book when master wasn't paying attention! Maybe it will boggle the magitech brain of that big construct.</em></p><p></p><p>* Move: I move 2 squares to I9.</p><p></p><p>* Standard: I cast Color Orb (Encounter Attack Power from Wizard's Apprentice) at C in G8. It has a range of 5, Implement vs Will = +1 (Tome Expertise) +5 (INT) = +6, rolled 8 + 6 = 14 vs Will (11) = hit, for 1d8+5 radiant = 7+5 = 12 damage and dazed UEOYNT.</p><p></p><p>Location: J11</p><p>Current HP: 24/24</p><p>HS: 8/8</p><p>AP: 1</p><p>CONDITIONS TO ENEMIES: Dispelled the Opaque Barrier and Religion test to Discern the Runescription Liturgy resolved; 2/4 successes toward Free Starn from Stasis Chamber.</p><p>CURRENT DE/BUFFS: 1/1 Secondary Skills resolved. Arcana and Religion Primary Skill Training exhausted.</p><p></p><p>[HR][/HR]</p><p></p><p><strong><em>SARIEL</em></strong><em> moves like the wind as he feints backwards, but is not able to land a telling blow on the runner. In what can only be described more as a dance than a fight, Sariel somehow ends up way on the other side of the Crusher, having delivered a solid blow. An acid pit stands between them as tendrils of wind extend from Sariel's finger tips, almost creating a tunnel of wind between the eladrin and homunculus.</em></p><p></p><p>* Standard: Luring Strike against Runner in H5. r(2) + 7 = 9 => Missing by a mile. Shift 1 to F7 (Effect).</p><p></p><p>* Standard (Action Point): Fox's Feint, r15 + 7 + 2 (CA) = 24. r4+4 = 8 damage. Swap places. Sariel is in G8 and Crusher is in F7. Until the end of Sariel's next turn when Crusher grants CA the bonus to attack is +4 instead of +2.</p><p></p><p>* Move: Shift 1 to F9.</p><p></p><p>* Minor: Aegis of Ensnarement on Crusher. Crusher is marked, -22 to hit anyone not named Sariel, and subject to teleport shenanigans should he hit with an attack that does not include Sariel. </p><p></p><p>Location: F9</p><p>Current HP: 23/31</p><p>Healing Surges: 11 /11</p><p>AP: 0</p><p></p><p>[HR][/HR]</p><p></p><p><strong><em>COMBAT RESOLVED</em></strong></p><p></p><p>* This combat is basically a wrap at this point. The Crusher and one Minion left and the Arcane Turret (at least during combat) basically defanged by (a) Leif sussing out the pressure plate field and (b) the general positioning dominance you guys have secured.</p><p></p><p>So let's do this:</p><p></p><p>* Harenhal [USER=16586]@Campbell[/USER]) spends 1 Healing Surge and narrates a brief vignette entailing the defeat of these last two in his post right after the combat entry on + he folds in the XP/Loot note I'll put together. Everyone will give Campbell what they're doing as far as Short Rest goes (some brief fiction to recover and if you're spending any Healing Surges for HP return) and he'll include in his update of his file note right after the combat.</p><p></p><p>* Then, we cut to the resolution of the second half of the <em>Free Starn from Stasis Chamber</em> conflict which was nested in this combat and is still pending. I'll frame that situation after Jon edits his post with the above. That situation will change a little bit, because we're outside of combat now. But we're at 2 Successes/0 Failures/Secondary Skill Exhausted/Primary Skill Training Arcana & Religion exhausted. The remaining obstacles I see in that conflict are (1) either disabling the Arcane Turret or dealing with the pressure plate field so you can get adjacent to the Stasis Chamber then either (2) physically disabling the rune circle or adjuring the actual tower (its actual spirit or its mechanical program) as it seems to be actually manifesting to work against you.</p><p></p><p>* Again, as soon as the Stasis Chamber goes down, the whole Tower is going to come down on your heads and its going to be a mad dash for the three of you to escape with your lives (an Escape the Tower Skill Challenge).</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 9371389, member: 6696971"] [B]MECHANICS, TERRAIN, ET AL[/B] * [B]Illumination[/B]: Full. * [B]Both sets of Steep Stairs[/B] are[B] Challenging Terrain[/B]; Low DC (8) Acrobatics or Athletics or Difficult Terrain. * Squares filled with [B]big rocks/ruined pillars[/B] are [B]Difficult Terrain[/B]. * [B]Unstable Wooden Ceiling Joists[/B], 15 ft up, span rows 7, 10, and 13 and columns G and M (intersecting): Acrobatics DC 12 to traverse. Failure by 4 or less and the creature can't move any further as part of the current action. Failure by 5 or more and the creature falls prone in the initiating sq. * [B]Arcane Turret (Trap) Level 1 Large, Standard Blaster XP 100[/B] [I]The turret mounted on a 15 ft platform pans slowly from on high, surveiling the room for offenders.[/I] * [B]Stasis Chamber with Starn (T) in the middle[/B] are squares I-K/9-11. There is no Line of Effect or Line of Sight into or out of this opaque chamber. See Skill Challenge Below: [B]FREE STARN FROM THE STASIS CHAMBER LVL 2/COMPLEXITY 1[/B] (4 Success/3 Failure/1 Secondary Skill as Minor Action) [B]PRIMARY SKILL DCS 13, SECONDARY SKILL DC 9[/B] * [B]Acidic Leavings (hindering terrain - purple squares)[/B]: A square of acidic leavings is difficult terrain for creatures. They sink into the corrosive mire, the caustic material clinging to flesh and clothing. In addition, any creature that starts its turn in a square of acidic leavings takes ongoing 5 acid damage per tier and is slowed (save ends both). * All squares of [B]Pillars [/B]are [B]Blocking Terrain[/B]. They can be Stunted with via Athletics. * [B]Tower Iron Crusher [/B](medium, construct, homonculus, Brute, Standard) = HP 35, AC 13, Fortitude 13, Reflex 12, Will 11. * [B]Tower Iron Runners [/B](medium, construct, homonculus, Skirmisher, Minion) = HP 1, AC 15, Fortitude 12, Reflex 13, Will 11. * Roll [B]Monster Knowledge x 3 (1 for each of Mauler and Skitterers and for Arcane Turret's Trigger) [/B]and [B]Initiative[/B]. [B]LIEF (L)[/B]: [r13+6] = 19 [B]RUNNERS (M)[/B]: r(8) +5 = 13 [B]SARIEL (A)[/B]: r(10) = 10 [B]STARN (T)[/B]: Trigger met on Sariel turn; r(12) +0 = 12 [B]CRUSHER (C)[/B]: r(8) +1 = 9 [ATTACH type="full" alt="1718071776759.png"]366951[/ATTACH] [B][I]ROUND 1[/I][/B] [HR][/HR] [B][I]SARIEL [/I][/B][I]eyes the homunculi arrayed before him with some trepidation. Such creatures, if you could call them such, were always an academic curiosity in his studies. Were mortal practitioners of the arcane arts really so beyond seeing to their own defense? Best not to take them lightly. This arcanist better be worth the effort...[/I] [B]* (No Action)[/B] [B]Monster Knowledge (Runners) [/B]Arcana [r10+11] = 21 [Hard] [B]* (No Action) Monster Knowledge (Crusher) [/B]Arcana [r6+11] = 17 [Moderate] [B]* (No Action) Monster Knowledge (Arcane Turret) [/B]Arcana [r2+11] = 13 [Moderate] Arcane Turret trigger not gleaned. No new information. [HR][/HR] Of note, Starn will have Tenser's Floating Disc Ritual up at the beginning of this: * 10 coin spent from his 1st level coinage. * Arcana r(4) +12 = 16 Arcana result. 500 lbs load-capable. * 3 ft diameter disk, a single character can stand on it (Starn in this situation), it floats 1 foot off the ground, and Starn can command it to move his speed with a Move action. [HR][/HR] [B][I]LIEF [/I][/B][I]gives Sariel a look and an awkward shoulder pat—he still has no idea how regular, non-cultist people interact in stressful situations—and bounds into the chamber, seeking cover from the turret, and hoping to start drawing enemies to him. <The pressure plate field! There it is around the stasis chamber! The constructs appear to not disturb it!>[/I] * Move: Crane's Wings movement action, jumping to H6. Athletics [r16+6+5 power bonus] = 27. 27/5 = 5 squares. Lands on J6 (I think?) * Move: Crane's Wings movement action, jumping to H6. Athletics [r8+6+5 power bonus] = 19. 19/5 = 4 squares. Lands on D6 (assuming 19 rounds up to 4 squares) * Minor: Looking for pressure plates. Perception vs High DC 19; [r14+8] = 22 [B]TRIGGERS UPDATED MAP AND ARCANE TURRET TRIGGER (GREEN AROUND STASIS CHAMBER IS PRESSURE PLATE FIELD)[/B] [ATTACH type="full" alt="1718164775629.png"]367143[/ATTACH] [ATTACH type="full" alt="1718164891027.png"]367146[/ATTACH] LOCATION: D6 CURRENT HP: 26 HEALING SURGES: 9/9 CONDITIONS TO ENEMIES: na CURRENT DE/BUFFS: Perception check uncovered Arcane Turret pressure plate field/trigger. [HR][/HR] [I]Drawing upon rote programing, the acid-dripping claws and jaws of the strange bipedal/quadrupedal [B]IRON TOWER RUNNERS[/B] explode into action as Leif takes to the air to surveil the room. A pair quickly engage both Leif and Sariel, well-timed parries and movement keeping the heroes from taking the worst of the explosive exchange.[/I] [B][I][B][I][B][I]M (F11)[/I][/B][/I][/B][/I][/B] * Move: 4 sq to C7. * Standard Action: Claw (M1, acid). Effect: Before the attack, the runner shifts up to 2 squares. Shift 1 sq to C6 and vs L's AC: r(8) +6 = 14. Miss. [B][I][B][I]M (G13)[/I][/B][/I][/B] * Move: 5 sq to G7. * Standard Action: Charge to E6 and Claw (M1, acid) (eshew shift) vs L's AC: r(11) +6 +2 (CA) +1 (charge) = 20. Hit. 4 acid damage to L (granting CA to runner). [B][I][B][I]M (M11)[/I][/B][/I][/B] * Move: 6 sq to J5. [B]TRIGGERS ACROBATICS VS CHALLENGING TERRAIN DC 8 OF STEEP STAIRS; AUTO-SUCCESS W/ +8 ACROBATICS.[/B] * Standard Action: Charge to J2 (as above, Acrobatics auto-success vs Steep Stairs) and Claw (M1, acid) (eshew shift) vs A's AC: r(7) +6 +1 (charge) = 14. Miss. [B][I][B][I]M (Q8)[/I][/B][/I][/B] * Move: 6 sq to K5. [B]TRIGGERS ACROBATICS VS CHALLENGING TERRAIN DC 8 OF STEEP STAIRS; AUTO-SUCCESS W/ +8 ACROBATICS.[/B] * Standard Action: Charge to K2 (as above, Acrobatics auto-success vs Steep Stairs) and Claw (M1, acid) (eshew shift) vs A's AC: r(19) +6 +1 (charge) = 26. Hit. 3 acid damage to L (not granting CA to runner). LOCATION: C6, E6, X10, J2, K2 DAMAGE: 4 acid damage to L, 3 acid damage to A. CONDITIONS TO ENEMIES: na CURRENT DE/BUFFS: na [HR][/HR] [B][I]SARIEL[/I][/B][I] appears to provide an opening for the runner in front of him, but instead lures it into dropping its guard as he dispatches the foul creature. In a flash he is gone from sight and reappears nearly in striking distance of where Lief is engaged with the other runners. With a few gestures of his free hand the barrier blocking Starn's vision is no more. "Arcanist, we are here to set you free. I suggest you get to work on unwinding the chains that bind you."[/I] * Standard: Luring Strike. Against runner in J2. r(10)+7 = 17. [B]M (J2) DESTROYED[/B]. On Hit: Shift 1 to J2. Effect: Shift 1 to J3. * Move: Fey Step (Encounter) Teleport 5 squares to G6. * Minor: Arcana Check r(16)+11 = 27 (Hard) to dispel the opaque barrier. [B]TRIGGERS STARN ROLLS INITIATIVE r(12) +0 = 12.[/B] Location: G6 Damage: [B]M (J2) DESTROYED[/B] Current HP: 28/31 Healing Surges: 11/11 CONDITIONS TO ENEMIES: Dispelled the opaque barrier. [B]TRIGGERS STARN ROLLS INITIATIVE; r(12) +0 = 12.[/B] CURRENT DE/BUFFS: na [HR][/HR] [I]Suddenly the room is revealed to [B]STARN's [/B]vision. Who and what are these people and creatures around him, what is this place? Putting those questions aside for the moment Starn draws two conclusions, there's a battle taking place! Exciting! He's only read about this. Secondly he's still trapped and needs to get free if he's going to learn more. These are divine runes! An obscure piece of scripture of Pelor's holy texts, specifically about Pelors governance of time![/I] * Move: Starn sits on his Tenser's Floating Disc and moves it to J11. * Minor: Starn exerts his Arcana, extending his senses in an attempt to find the weakness in the barrier and dispel it. Result 31. * Minor (repurposed standard): Religion test to Discern the Runescription Liturgy, result 14, success! Location: J11 Current HP: 24/24 HS: 8/8 AP: 1 CONDITIONS TO ENEMIES: Dispelled the Opaque Barrier and Religion test to Discern the Runescription Liturgy resolved; 2/4 successes toward Free Starn from Stasis Chamber. CURRENT DE/BUFFS: 1/1 Secondary Skills resolved. Arcana and Religion Primary Skill Training exhausted. [HR][/HR] [I]With a thrumm and a glow from something resembling a central module protruding from its chest-equivalent, the IRON [B]TOWER CRUSHER[/B] comes to life and robotically moves with purpose to intercept the Eladrin Swordmage. Reaching out with a large, grasping appendage it clasps Sariel around his hip/thigh! [/I] * Move: 4 sq to F7. * Standard: Crusher Grasp (M1, creature) vs A's Ref: r(12) +4 = 16. Hit. r(2) +3 = 5 damage and the crusher grabs A (escape DC 12). Standard Actions ⚔ [B]Crusher Grasp[/B] ✦ At-WillAttack: Melee 1 (one creature); +4 vs. ReflexHit: 1d6 + 3 damage, and the crusher grabs the target (escape DC 12) if it does not have a creature grabbed. Traits [B]Construct Weakness[/B] A critical hit automatically reduces the crusher to 0 hit points. LOCATION: F7 DAMAGE: 5 damage to A CURRENT HP: 35/35 CONDITIONS TO ENEMIES: A is grabbed (escape DC 12) CURRENT DE/BUFFS: na [HR][/HR] [B]C[/B] 35/35 [B]AT [/B] Not presently triggered [ATTACH type="full" alt="1718251412302.png"]367244[/ATTACH] [B][I]ROUND 2[/I][/B] [HR][/HR] [B][I]LEIF [/I][/B][I]chokes down a growl at the thing that hurt him, crouches low, and lashes out at it. Then he kicks off the runner to his left, using it as a springboard to roll towards the crusher’s knees and send it staggering back, away from Sariel.[/I] * Standard: Lion's Den attack on E6 runner. r (20)+4 = 24. [B]M (C6) DESTROYED[/B]. Enemy who moves adjacent will take 2 Damage. * Free: Centered Flurry of Blows to C6 runner. Damage 5, [B]M (E6) DESTROYED. [/B] * Move: Lion's Den, shift to E6, +1 power bonus to defenses UBoLNT. * Minor: Hunter’s Quarry on crusher, +d6 damage. * Standard (using AP): Crane’s Wings attack on F7 crusher. r (15)+4 = 19. Damage r(5 + 3) + 4 = 12. Pushing it 1 square to G8, freeing Sariel from grabbed condition (out of C's M1 reach). LOCATION: E6 DAMAGE: [B]M's (C6/E6) DESTROYED, [/B]12 damage to Crusher. CURRENT HP: 22/26 HEALING SURGES: 9 AP: 0 CONDITIONS TO ENEMIES: C pushed 1 sq to G8, breaking A's grabbed condition. CURRENT DE/BUFFS: +1 defenses UBoLNT. [HR][/HR] [I]The lone remaining[B] IRON TOWER RUNNER[/B] drops from its bipedal form and easily rushes up the steps on all fours like a metal cat. It swipes a claw at Sariel, but his Swordmage Warding deflects it with an audible "voom" noise.[/I] [B]M (K2)[/B] * Standard: (Autopasses Acrobatics for Hindering Terrain of steep stairs) Charge 4 sq to H5 and MBA Claw (M1, acid) vs A's AC: r(10) +6 +1 (charge) +0 (A has Cover due to Blocking Terrain, but flanking provides CA so cancels) = 18. Miss. LOCATION: H5 DAMAGE: na CONDITIONS TO ENEMIES: na CURRENT DE/BUFFS: na [HR][/HR] [B][I]STARN [/I][/B][I]watches the two intruders keenly, and decides he had better help them out. I'll try out that Color Orb thing that I drew in my spell book when master wasn't paying attention! Maybe it will boggle the magitech brain of that big construct.[/I] * Move: I move 2 squares to I9. * Standard: I cast Color Orb (Encounter Attack Power from Wizard's Apprentice) at C in G8. It has a range of 5, Implement vs Will = +1 (Tome Expertise) +5 (INT) = +6, rolled 8 + 6 = 14 vs Will (11) = hit, for 1d8+5 radiant = 7+5 = 12 damage and dazed UEOYNT. Location: J11 Current HP: 24/24 HS: 8/8 AP: 1 CONDITIONS TO ENEMIES: Dispelled the Opaque Barrier and Religion test to Discern the Runescription Liturgy resolved; 2/4 successes toward Free Starn from Stasis Chamber. CURRENT DE/BUFFS: 1/1 Secondary Skills resolved. Arcana and Religion Primary Skill Training exhausted. [HR][/HR] [B][I]SARIEL[/I][/B][I] moves like the wind as he feints backwards, but is not able to land a telling blow on the runner. In what can only be described more as a dance than a fight, Sariel somehow ends up way on the other side of the Crusher, having delivered a solid blow. An acid pit stands between them as tendrils of wind extend from Sariel's finger tips, almost creating a tunnel of wind between the eladrin and homunculus.[/I] * Standard: Luring Strike against Runner in H5. r(2) + 7 = 9 => Missing by a mile. Shift 1 to F7 (Effect). * Standard (Action Point): Fox's Feint, r15 + 7 + 2 (CA) = 24. r4+4 = 8 damage. Swap places. Sariel is in G8 and Crusher is in F7. Until the end of Sariel's next turn when Crusher grants CA the bonus to attack is +4 instead of +2. * Move: Shift 1 to F9. * Minor: Aegis of Ensnarement on Crusher. Crusher is marked, -22 to hit anyone not named Sariel, and subject to teleport shenanigans should he hit with an attack that does not include Sariel. Location: F9 Current HP: 23/31 Healing Surges: 11 /11 AP: 0 [HR][/HR] [B][I]COMBAT RESOLVED[/I][/B] * This combat is basically a wrap at this point. The Crusher and one Minion left and the Arcane Turret (at least during combat) basically defanged by (a) Leif sussing out the pressure plate field and (b) the general positioning dominance you guys have secured. So let's do this: * Harenhal [USER=16586]@Campbell[/USER]) spends 1 Healing Surge and narrates a brief vignette entailing the defeat of these last two in his post right after the combat entry on + he folds in the XP/Loot note I'll put together. Everyone will give Campbell what they're doing as far as Short Rest goes (some brief fiction to recover and if you're spending any Healing Surges for HP return) and he'll include in his update of his file note right after the combat. * Then, we cut to the resolution of the second half of the [I]Free Starn from Stasis Chamber[/I] conflict which was nested in this combat and is still pending. I'll frame that situation after Jon edits his post with the above. That situation will change a little bit, because we're outside of combat now. But we're at 2 Successes/0 Failures/Secondary Skill Exhausted/Primary Skill Training Arcana & Religion exhausted. The remaining obstacles I see in that conflict are (1) either disabling the Arcane Turret or dealing with the pressure plate field so you can get adjacent to the Stasis Chamber then either (2) physically disabling the rune circle or adjuring the actual tower (its actual spirit or its mechanical program) as it seems to be actually manifesting to work against you. * Again, as soon as the Stasis Chamber goes down, the whole Tower is going to come down on your heads and its going to be a mad dash for the three of you to escape with your lives (an Escape the Tower Skill Challenge). [/QUOTE]
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A Monk, a Wizard, and a Swordmage Walk into a Fallcrest; a 4e Story Now game
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