Adv: A Simple Dungeon Crawl (DM: DarwinofMind Judge:renau1g)

Fragsie

Explorer
Psais makes his way up the corridor, following his companion's lead to get a better view of the chamber, he studies the large statue hoping to glean some useful information, but doesn't recognise the subject.

[sblock=Actions]
Initiative - 1d20+0 = 13
Move -> L,35
Free - Knowledge Religion; 1d20+9 = 11
Rolls[/sblock]
[sblock=Ministats: Psais]
Deva Invoker 1
Character Sheet,
Initiative: +0
Senses: Normal
P-Perception: 16 P-Insight: 19
HP: 25/26 SurgeValue: 6 Surges: 7/9
AC:15 Fort:14 Ref:13 Will:15

Action Points: 1
Resist: Radiant 5, Necrotic 5
Speed:6
Languages: Allarian, Primordial, Draconic

:branged: Avenging Light +5 vs. Fortitude; 1d10 + 5 radiant damage; if a bloodied ally is adjacent + 3 radiant damage.
:bmelee: Quarterstaff +1 vs. AC; 1d8 - 1 damage.

Combat Notes


Astral Majesty - +1 to all defences against bloodied foes.
Covenant of Wrath - +1 damage per target for divine encounter and daily powers.
Staff of the Warmage - +1d6 on a crit [Implement]

[sblock=Skills]
Acrobatics +0
Arcana +7
Athletics -1
Bluff +0
Diplomacy +0
Dungeoneering +4
Endurance +3
Heal +4
History +9
Insight +9
Intimidate +0
Nature +9
Perception +6
Religion +9
Stealth +0
Streetwise +0
Thievery +0
[/sblock]
[sblock=Powers]
Avenging Light
Grasping Shards
Call Spirit Companion

Memory of a Thousand Lifetimes
CD: Armour of Wrath
CD: Rubuke Undead
Raven's Claw
Thunder of Judgement

The Lady's Aid
Invocation of Ice and Fire
ITEM Staff of the Warmage
[/sblock]
[/sblock]
 

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renau1g

First Post
The group moves into the room. You feel something unnerving as if something is not right in this area. Only Yimayngurr has a chance to react though.


[sblock=ooc]
So I'll be running the combat using the Malenkirk Rules. All monsters go then all PCs. Combat will be resolved in order that you post in (after Yimayngurr gets his first action and then baddies go). I'll post monster hp/stats/MBA's for you. Please let me know if you need more explanation of it.

Initiative:

Yimayngurr - 18
Bad guys - 16
Everyone else - <16

init (1d20+5=16)[/sblock]

[sblock=Terrain]
The light sources are torches on the map, 5 square illumination, but the ceiling is beyond the torchlight.[/sblock]
 
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On Puget Sound

First Post
grigo is wearing a sunrod strapped to his headband - bright light 20, so we can probably see the ceiling. He has not yet tried his Fade Away power while wearing or carrying a light source, so we're not certain what will happen if he does, though DoM had opined that the light would disappear along with him.
 

renau1g

First Post
As Grigo moves around the corner you see bodies almost molded into the ceiling, the stonework changed, looking more like living flesh with many appendages (tentacles) that are grasping the bodies of nearly a half-dozen necromancers, and more than a couple zombies. The bodies are slowly being squeezed by the tendrils and the blood spilled down to the floor below. As you watch in horror, the bodies are absorbed by the fleshy ceiling grow slightly in size. It cannot reach the floor, but seems to be drawing energy from the portal as every couple of seconds it flares and the 'ceiling' grows a bit.

[sblock=Grigo]
If Darwin allowed the strapped to headband light source I'll still allow it although in my games I would disallow or impose a penalty on attack rolls as this bright object keeps getting in the way. Anyways, that's neither here nor there. If you Fade Away it will fade with you as it's part of your gear.
[/sblock]
[sblock=Arcana DC20]
This is certainly some sort of Far Realm monstrosity.
[sblock=Arcana DC25]
Whenever the Far Realm touches the Material Plane it begins to warp it with the madness of that plane
[/sblock][/sblock]
 

pacdidj

First Post
Drawing in a sharp breath to steel his nerves, Yimayngurr strides forward into abhorrent "living" chamber. Unsure what to do about the living stone ceiling, and lacking any other apparent target, Yimayngurr quickly scans his surroundings for hidden foes, then studies the writhing, fleshy ceiling, looking closely for any weaknesses. As he looks around the room, he readies himself to respond to hidden threats.

[sblock=Actions and Rolls]Move to I27

Free: Arcana check = 4 (roll lookup)

Minor: Perception check to scan the room, then examine the ceiling = 21 (roll lookup)

Standard: Readied Action - Fading Strike with Javelin
Trigger: Any enemy moves to within 10 squares of Yimayngurr
Target: The triggering enemy
Attack: :ranged: +6 vs AC
Hit: 1d6+4 damage, and Yimayngurr shifts to H29, taking cover beside the small statue[/sblock]

[sblock="Yimayngurr stat block"]Yimayngurr Male Half-Orc Hunter Ranger 1
L4W:pC:Yimayngurr (pacdidj) - L4W Wiki
Initiative: +6, Passive Perception: 17, Passive Insight: 12, Senses: Low-light Vision
AC:16, Fort:15, Reflex:15, Will:12
HP:27/27, Bloodied:13, Surge Value:6, Surges left:5/6
Action Points: 1, Second Wind: unused
Powers: Fading Strike, Marauder's Rush, Precise Assault, Furious Assault, Sure Shot

Ammo -
Javelin: 5/5

Conditions -[/sblock]

OOC: About how far up is the ceiling in number of squares?
 


H.M.Gimlord

Explorer
[sblock=Tactics]I suggest that the strikers/defenders form a perimeter for Grigo to perform the ritual with minimal interruption. He's our "Ring Bearer" right now. We can't stem the threat unless we close that portal. [/sblock]
 

renau1g

First Post
Drawing in a sharp breath to steel his nerves, Yimayngurr strides forward into abhorrent "living" chamber. Unsure what to do about the living stone ceiling, and lacking any other apparent target, Yimayngurr quickly scans his surroundings for hidden foes, then studies the writhing, fleshy ceiling, looking closely for any weaknesses. As he looks around the room, he readies himself to respond to hidden threats.

As the half-orc enters the room, the ceiling begins to writhe and undulate, and the portal flares as a half-dozen small tentacled horrors emerge. Yimayngurr hurls a javelin at the creature that appears to be aimed true, but as it strikes the creature, it passes through as if it was made of air.

The creatures begin to swarm the heroes, both Yimayngurr and Eithal feel the deadly touch of the monsters as they are unable to fully dodge the many tentacles.

[sblock=Yimayngurr's attack]
In the future please roll the dice for the readied action - vs ac; dmg (1d20+6=16, 1d6+4=6) just hits Drone 93, but it uses its encounter power to negate the damage save (1d20=18).

Note: As the enemies were coming from the portal I moved you so you would have cover against from it.
[/sblock]

[sblock=Enemy Actions]
Drone 93 moves into room and charges Y - vs ref (1d20+5=16) hits for 5 psychic

D80 - charges Y - vs ref (1d20+5=9) miss

D45 - double moves

D55 - moves and charges Eithal - vs ref (1d20+5=22) hits for 5

D60 & 79 move into the room and take total defense (+2 to all defenses TSNT) [/sblock]

[sblock=Stats]
Fell Taint Drone - AC 15; Fortitude 12, Reflex 14, Will 12; Resist insubstantial; 1/1 hp; MBA - +5 vs. Reflex; 5 psychic
[/sblock]

[sblock=ooc]

Status: Drone 93 - used Incorporeal Form
Yimayngurr - 22/27 hp
Eithal - 30/35 hp


Initiative:

Bad guys - 16
Good guys < - you're up

init (1d20+5=16)[/sblock]

[sblock=Terrain]
The light sources are torches on the map, 5 square illumination.[/sblock]
 
Last edited:

On Puget Sound

First Post
Grigo stamps his foot and the stone floor seems to ripple as a rumbling sound bursts forth. One of the drones is hurled backward into the room.

Thunderwave, affecting L31 -N29, hitting only drone 55. hit with a 14, for 6 damage and push the drone to J27 to make a nice area attack target.

Then move one step to K33, taking cover behind Eithal to prepare his next spell.
 

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