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[Adventure] The Paper Chase (Judge: renau1g)


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While the others discussed the arcane solutions to the problem, Baracus busied himself with tightening his gauntlets and armor straps.

Seeing Serris move to open the door, Baracus smiles and walks up next to his ally, taps him on the shoulder, saying "I've got this" ready to either push it in, or pull it open.

[sblock=ooc]
Sorry for the delay all, I've been sick as a dog. Feeling somewhat better now.

Is it Athletics to open or Str check? d20 roll (1d20=14) then either +14 for Athletics, or +5 Str (or +7 if we add 1/2 level) [/sblock]
 

With Orsik and Baracus's combined efforts, one of the hefty slabs of stone grinds and scrapes its way open wide enough to allow everybody to squeeze through. It seems like in the absence of hinges, somebody has driven a thick metal rod through the hinge end of the door - presumably by magical means - and into the stonework above and below. It's sufficient to keep the doors upright and in place, but not to allow them to be opened and shut with any ease or regularity.

The interior of the chamber is dark and cool, with a musty smell. The stone slabs underfoot are ancient, and in the dim light that filters through the crack in the doors you can make out a nearby pillar and some rubble on the floor. The echo of your footsteps implies a lofty vault overhead.

The keen ears of Mythra, Grys and kal'Tarron all pick up a halting shuffling sound somewhere in the darkness beyond.

[sblock=Map]
templemap.jpg
[/sblock]

[sblock=OOC]If you're stepping into the temple then tell me what square you're moving to, please. The visible area in the map above is all dim light. Posting in combat rounds from now on would be a good idea.

Sorry to hear you've been ill Cleverusername! Glad you're back with us.[/sblock]
 

[sblock=actions] Move to J6, Full Defense. [/sblock]

Serris walks in and raises his spear. "Anyone got a light?"

[sblock=initiative roll] Raw Initiative. (1d20+2=10) [/sblock]

[sblock=sheet]Serris - Male Human Ardent|Battlemind (Mantle: Elation) 4
Passive Perception: 13, Passive Insight: 13
AC:20, Fort:18, Ref:18, Will:20 -- Speed:5(6 w/ pp)
HP:45/45, Bloodied:22, Surge Value:11, Surges Left: 9/11
Power Points: 4, Action Points: 1, MI Daily Uses: 1, Second Wind: not used
Powers: Ire Strike, Energizing Strike, Whirling Defense
Battlemind’s Demand, Mindspike, Spectral Legion
Ardent Surge, Implanted Suggetion, Feather Step
Byeshk Spear Power
Mantle of Elation: Serris and each ally within 5 squares has +3 to damage rolls for opportunity Attacks. Each ally within 5 squares gets +2 to diplomacy and intimidate.
Conditions: None
Serris Vilman
[/sblock]
 
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Let me risk a little light says Mythra, lighting up a nearby area.

[sblock=actions]
Move: J5
Minor: Light at E5, lights up four squares around it.
Standard: Saving it until I see what is in the dark areas.
[/sblock]
 


[sblock=actions]move: i6
minor: ready axe
[/sblock]

kal'Tarron brings his axe off his back and moves towards the edge of the light, waiting to see what is revealed.
 


Mythra casts his light into the centre of the chamber, instantly banishing the gloom but for a few patches of deep shadow left in the far reaches of the room. There is a ghastly shriek, and two grotesque winged forms take flight and flap up away from the sudden light to perch on either side of a pillar further into the room. The revolting things seem to be nothing more than thoroughly-decomposed corpses with leathery wings stitched clumsily to their shoulders, but whatever profane power animates their bodies is clearly also sufficient to let them fly.

This was obviously once the temple's central chamber, used for public ceremonies. In the centre it rises to a tall arched vault, perhaps fifty yards high, whilst to either side there is a colonnade supporting lower ceilings - maybe ten yards or so. Beneath these two lower-ceilinged areas the floor is covered with rubble and slabs of stone, parts of which are recognisable as having once been benches where people might have sat during services. At the far end of the temple a stone door is visible, next to a raised dais with shallow steps leading up to it on three sides. Its centrepiece is a stone altar, elaborately carved and stained dark with blood.

Also upon the dais are two shambling corpses, which rapidly bring a halt to any appreciation of the architecture as they both tear out handfuls of their own festering innards and hurl them at the interlopers. kal'Tarron steps nimbly aside, but Mythra takes a great pile of rotting goop full to the face. It's all he can do to hold his last meal down, and to make matters worse, the unconventional projectile seems to be imbued with some form of necrotic power that leeches and saps at his lifeforce.


[sblock=Initiative Order] 20 - Enemies
17 - Orsik
16 - Grys
12 - kal'Tarron
10 - Serris
5 - Baracus
5 - Mythra[/sblock]

[sblock=Enemy Actions]rw - move to C7

rw 1 - move to C8

c - Mote of Corruption on Mythra. 1d20=20+? = crit vs Ref. Max Damage = 15, and Mythra is weakened (save ends).

c1 - Mote of Corruption on kal'Tarron. 1d20=8+? = miss vs. Ref.[/sblock]


[sblock=Map]
templemap.jpg


Note that the two flyers, rw and rw1, are 4 squares vertically up from their squares on the map.

The squares filled with rubble are difficult terrain.[/sblock]

[sblock=Combatants]c -0 hp
c1 -0 hp
rw -0 hp
rw1 -0 hp

Orsik 45/45 hp
Grys 39/39 hp
kal'Tarron 44/44 hp
Serris 45/45 hp
Baracus 50/52 hp
Mythra 21/38 hp, weakened (save ends)[/sblock]

[sblock=OOC]The players can act now. If you're off-map, I'll assume for the sake of simplicity that 1 square's movement takes you to J7 and you can carry on moving from there.

Note that although the door looks to be standing fully open on the map, it's actually only wedged open a crack. You can get through there no problem, but it blocks line of sight and effect from outside the temple (except to J7, I8, H9 and G10). You can, however, easily hear the disturbing sounds from within.[/sblock]
 

"Hit them hard" Grys shouts and then hurls fire at the fliers.

[sblock=Actions]
Posting out of turn, otherwise, I wouldn't be able to post until tonight.

Move: Move to G8
Standard: Scorching Burst at C7, on rw and rw1
Minor: Maintain Keke invisibility

Scorching Burst on rw, 21 to hit Reflex, 13 damage

Forgot second D20 roll and forgot Challenge Seeking damage.

Scorching Burst on rw1, 15 to hit Reflex, 5 Challenge Seeking damage

So, 21 to hit rw, 15 to hit rw1, 18 total damage.

If either is hit and attacks Grys, it takes 5 fire damage.

If either is hit, Grys gains 2 temporary hit points.
[/sblock]

[sblock=stats]
Grys - Male Eladrin Hybrid Swordmage Wizard
Medium natural humanoid (Fey)
Advantageous Conditions:
Adverse Conditions:
Initiative: +3
Passive Insight: 13 Passive Perception: 18
Senses: Low Light Vision
HP 39/39
Bloodied 19
Surge Value 9; Surges Per-Day 5/8
AC 22 Fortitude 14 Reflex 18 Will 17 Speed 6
Saving Throws +5 vs Charm Effects
Action Points: 0
Second Wind: Not Used

Powers:
At will:
Scorching Burst
Sword Burst
Familiar Harrier
Ghost Sound
Light
Mage Hand
Presidigitation

Encounter:
Fey Step
Aegis of Shielding
Sword of Sigils
Fire Shroud

Daily:
Flaming Sphere

Trained: 8 Athletics, 8 Endurance, 8 Perception, 8 Stealth

Untrained: 3 Acrobatics, 11 Arcana, 1 Bluff, 1 Diplomacy, 3 Dungeoneering, 3 Heal, 11 History, 3 Insight, 1 Intimidate, 3 Nature, 7 Religion, 1 Streetwise, 3 Thievery

Feats:
Hybrid Talent
Arcane Familiar
White Lotus Riposte

Magic Items:
+2 Challenge-Seeking Longsword
+2 Magic CLoth Armor
Gauntlets of Arcane Might
+1 Amulet of Protection
[/sblock]
 

Into the Woods

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