[Adventure] KOGANÙSAN (DM: Sanzuo, Judge: TwoHeadsBarking)

OOC: Cool, now we only need to do that like, one hundred more times. If our rock survived the first tile I doubt it'll last to the end, which makes me wonder if Karma could target the plates themselves with it, since the power allows changing targets each round
 

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"We must remain cautious, it seems that this walkway is built to be a death trap and is easy targets for any 'thinking' enemies that could push you off."

OOC: Pressing the pressure points themselves? If I can, I will do that moving on to clear the path.
 

GM: UGGGHH, sorry. Busy week.

I would say that the power can only really target loose, unattended objects. The pressure plates I don't think qualify - but that's okay. Like I said, you have plenty of rocks so in the end the result is the same if you want to just go down the path and trigger all the traps.

It seems, though, that you guys are thinking about trying another entrance. That's fine. Just let me know where you are going next.

Places you haven't explored:
  • The Hidden Path
  • The Other Small Cave
 

OOC: Karma used his daily utility, so let's try to use it to the end and activate as many plates as we can using the rocks available. If that fails, the consesus seem to be to try the undead (?) dogs.
 



OOC: Do I need to do anything else, just to clarify I was waiting Sanzuo to let me know whats happened. Do you want a more complete run through?
 

OOC: Do I need to do anything else, just to clarify I was waiting Sanzuo to let me know whats happened. Do you want a more complete run through?

GM: No, this is a simple case of me procrastinating.


With Karma managing the traps, and the rest of the party taking turns between protecting him and getting him fresh rocks, the party gradually makes its way across the winding walkways. Their slow march heralded by rhythmic sounds of 'thunk, CRACK, thunk, CRACK...'

Some time later, the party is nearing the back of the cavern with only (presumably) 5 traps to go. Now everyone can see the eastern wall with its arrow slits and the sealed doorway on the north side of the cavern where the walkway comes to an end. Everyone keeps a nervous eye on the darkened arrow slits. As it has been said, it is unlikely any sentries remain after all this time, but it does not hurt to be cautious.

Caution turns out to be the better part of valor, in this case. Though they are well hidden, Shrakk manages to spot the faint shadows of figures behind the arrow slits - and the points of notched arrows aiming in the direction of the party. The githzerai manages to shout a warning to his fellows and everyone but the paladin is ready.

[sblock=Initiative Rolls:]Karma: 21
Halleck: 18
Shrakk: 16
Shale: 14
Kavac: 12
Enemy: 7
Brenwar: 6

So everyone but Brenwar may act in round 0.[/sblock][sblock=Status]????
Minion
AC 14; Fort 12; Ref 14; Will 13*
Basic Attack: N/A
* Enemies have superior cover, -5 to your attacks!!!!!
  • Brenwar: 49/53 hp
  • Shrakk: 2 surges spent, -1 healing surge
  • Halleck: 32/35 hp, 4 surges spent, -1 healing surge
  • Karma: 1 surge spent, -1 healing surge
  • Kavac: 35/39 hp, 2 surges spent
  • Shale: Fine
[/sblock][sblock=Map]
battle03map02.png
[/sblock][sblock=Terrain]
  • The ceiling is 2 squares above the walkway
  • The dark areas are a 4 square drop into water
  • The north and south wall are sheer and meet the ceiling
  • The east wall is sheer with arrow slits carved every square
  • The squares on and behind the rock (R) are de-trapped
  • The enemies are behind the arrow slits
[/sblock]

GM: Although Karma may slide the rock 3 squares a round, the act of setting off the pressure plates is tricky enough that he may only set off one trap a round.
 

Unable to reach the enemy by any means and not willing to give up now that the group found a solution for the trapped hall of doom, Shale decides the best thing to do is to advance as quickly as he can.

[sblock=actions]Double move (not run) forward. I should end at H13, I think. I'll use Intellect fortress (encounter power, immediate interrupt, +3 to one defense until end of next round) as soon it's useful.

A couple questions: do we have line of sight/effect to the space behind the arrow slits? specifically, would a burst be created where or behind they? Also, would a burst 3 centered at P27 potentially affect the 3 southern enemies?[/sblock]


[sblock= Combat Stats]
Shale, shardmind psion 2
Initiative: +1, Speed: 6 Passive Perception: 11, Passive Insight: 16
AC: 18 Fort: 12, Reflex: 16, Will: 16, Resist: 5/psychic
HP: 29/29, Bloodied: 14, Surge Value: 7, Surges Left: 7/7
Action Points: 1, Power points 2/2
Powers
At-Will Powers:Static Mote, Dimensional Scramble
Encounter Powers: Far Hand (X) Forceful Push ( ) Shard Swarm ( ) Intellect Fortress ( ) Item: Orb of mental constitution ( ) Second Wind ( )
Daily Powers: Living Missile ( )
[/sblock]
 


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