[Adventure] The Paper Chase (Judge: renau1g)

"Great cycle!" kal'Tarron exclaims, fending off blows from both sides. When an opening presents itself, he raises his holy symbol at the zombie to the party's right and growls "By the power of Balinor, you shall return to the circle of life and death."

A beam of bright energy lances out at the attacker, striking it dead center, searing it's corrupted flesh.

[sblock=actions]Adjure undead against Z @ I5 (1d20+7=27, 3d10+5=14) (Probable Crit!) 35+crit extra damage (1d6=2)=37 damage, else 14 damage (radiant). No space to pull it, but it's immobilized until the end of my next turn.[/sblock]
 

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kal'Tarron's ray of holy light sears straight through the zombie, igniting it with a golden flame which swiftly sweeps across its entire body and consumes it utterly. kal'Tarron fancies that he hears something akin to a sigh of deep relief as the restless corpse is destroyed in holy fire.

[sblock=OOC]Instagibbed due to Zombie weakness.[/sblock]
 

"Let's see whats here." Grys says as he moves towards the room.

[sblock=Actions]
Move: Move to G8
Minor: Light spell on L8 (that lights all of the room, 5 square radius)
Standard: Scorching Burst on J10 vs. Zom1 (and any foes that are in the 3x3 square)

Scorching Burst on Zom1, 11 to hit, 11 damage

Note: If there are any other NPCs in the burst area, go ahead and roll to hit against them.

Note: Kiki is no longer invisible.
[/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 4/8
AC 22 Fortitude 14 Reflex 18 Will 17 Speed 6
Saving Throws +5 vs Charm Effects
Action Points: 1
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]
 


Mythra lights the way

Serris and kal'Tarron step into the corridor as Mythra lights up a sunrod and sends it hovering after them to light the way. In the flare of the sunrod they can see that the corridor stretches off about another twenty yards. At the far end is what appears to be another staircase, leading up.
 

[sblock=OOC]Easiest thing to assume is that the sunrod is now in the north intersection whilst Grys's light spell lit up the south room. It's a bit of a fudge but never mind.

Regarding line of effect: no, not even close, there's like 20 feet of stone wall between Mythra and the surviving zombie at the moment. G8 is the closest square that has line of effect to the zombie, and Grys is standing there at the moment.[/sblock]
 

PROTECTION: All adjacent allies gain DR 2 all

Orsik follows in kal'Tarron's footsteps and, as zombies swing he retaliates. Unfortunately, he was startled at sudden appearance of the beasts and his maul slams uselessly into the tiles of the floor.

[sblock=Actions]
Move: H5
Standard: Word of Diminshment vs AC Zombie (1d20+10=16, 2d6+6=12) - if that hits, zombie suffers penalty to damage (-3 to damage)
[/sblock]

[sblock=Orsik]
NOTE: if hit with melee attack, Orsik gains +1 to AC until start of his next turn
EFFECTS: adjacent allies gain DR 2

Initiative +3; Senses Passive Insight 21, Passive Perception 14
HP 43/43 Bloodied 21, Surge Value 10, Surges 6/10
AC 20; Fortitude 18, Reflex 14, Will 18
2 AP
Speed 6 (5)

Word of Binding
Word of Dimishment


Stone's Endurance
Rune of Mending
Rune of Mending
Divine Rune of Thunder
Symbol of the Wrath Reversed


Rune of Endless Fire
Endure Pain



Vengeful Maul
Amulet of Life

[/sblock]
 
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Mythra curses himself for not having x-ray vision and conjures up two boulders to block the way while getting ready for an attack from the north, west or east.

[sblock=actions]
Free: Drop sunrod where it is. (not keeping up mage hand)
Minor: Mystical Debris B8 (it is now difficult terrain)
Minor: Mystical Debris C16 (it is now difficult terrain)
Standard: Readying an action, using Grasping Shadow on anything coming from the North, West or East as long as party members are not in the way.

[/sblock]
 

[sblock=OOC]Orsik can't move to H5, it's inside the wall. Just going to assume I5 and go ahead.
Luinnar, a quick by the by: please include rolls when readying an action, or at least the relevant bonuses so I don't have to go look them up on your sheet.

kal'Tarron should have taken another turn; the enemies' initiative is right after his, so after his move and attack last turn he gets to act again before the enemies do (the confusion here was due to his round being broken in two by the enemies' readied actions, but that doesn't change the fact that their initiative is after his). In the interests of moving things along I just had him do the obvious thing and use an at-will on the surviving zombie, I hope that's okay.[/sblock]

"Let's see whats here." Grys says as he moves towards the room.

Orsik follows in kal'Tarron's footsteps and, as zombies swing he retaliates. Unfortunately, he was startled at sudden appearance of the beasts and his maul slams uselessly into the tiles of the floor; his foe was more fortunate, and connected for a minor wound with its sword as Orsik passed by.

kal'Tarron tries another blast of radiant energy on the surviving zombie, but this time it seems weaker, and doesn't seem to bother it much.

Mythra curses himself for not having x-ray vision and conjures up two boulders to block the way while getting ready for an attack from the north, west or east. His expectations are fulfilled as an axe-wielding zombie comes limping rapidly towards him from the west passage. He casts his prepared spell, but the sorcerous shadows don't seem to have much effect on the undead creature.

Another zombie, this one wielding a glowing staff, moves up behind the first but stops short, unwilling to try its chances with the Eladrin's zone of living shadow.
Finally, the cloaked humanoid figure steps up behind these two new arrivals and levels his bone wand at Mythra. "Where are your friends, mageling?” he mocks. "Over-eager, or just cowardly?"

He flicks his wrist and conjures up a howling blast of icy darkness that rips straight through Mythra and leaves him staggering and bloodied. To his dismay, his foe doesn't seem to be finished yet – he is chanting, and suddenly Mythra's sunrod is extinguished as a cloud of utter darkness spreads out in the intersection of the catacombs. Behind him Mythra can hear sinister whispers and the gnashing of teeth, and then a horrible slavering noise. He just has time to realise, with a shock, that something is coming towards him from behind, before he feels needle-sharp fangs sink into his leg even as another pair latch onto one hand. His strength is failing fast.

The rest of the group, looking back the way they had come, see only a roiling fog of inky blackness. The sword-wielding zombie makes a shambling lurch to block the passageway, and swings at Grys.

[sblock=Actions]zom – OA on Orsik as he moves. 1d20=18+? = hit vs AC, Damage 1d8+5=7

kal'Tarron standard - Radiant Vengeance on zom1 1d20+7=10, miss vs Ref


Mythra, oh Mythra, you should really have kept up with the others. :(

zom3: move - to C4, triggering Mythra's readied action: Grasping Shadows 1d20+7=11, miss vs Will.
Standard – Charge Mythra. 1d20=19+? = hit vs AC, damage 1d8+5=13

Zom2: move - to C1

nec move - to C0
minor – Warlock's Curse on Mythra
Standard – Frigid Darkness on Mythra. 1d20=5+? = hit vs Fort, Damage 2d8+8=13, Curse Damage 1d6=2http://[URL="http://invisiblecastle.com/roller/view/2692205/]1d6=2[/url" for 15 damage total. Mythra grants CA to nec and his allies TENT, and takes a -3 penalty to AC.
Nec spends an AP
standard – Hunger of Hadar centered in C9, creating a zone in burst 1 which blocks line of sight.

TM – move - to B7
standard – attack Mythra 1d20=15+?= hit vs AC. 3 damage and ongoing 2 necrotic damage (save ends).

TM 1 – move – to C7
standard – attack Mythra 1d20=13+? = hit vs AC. 3 damage and ongoing 2 necrotic damage (save ends).

Zom – delays until its allies have gone.
move – shift to H8
standard – attack Grys. 1d20=20 autohits for maximum damage = 13 (which I rolled anyway... bah). [/sblock]

[sblock=Combatants]Orsik 38/45 hp
Serris 45/45 hp
kal'Tarron 44/44 hp
[zom: delays]
Mythra 4/38, ongoing 2 necrotic damage (save ends)
Grys 26/39
zom3 -0 hp
zom2 -0 hp
nec -0 hp
TM -0hp
TM1 -0hp
zom -0hp[/sblock]

[sblock=Map Notes]The big black spirally thingie is the Hunger of Hadar zone, covering B8 in the top left through to D10 in the bottom right.

All enemies except the one zombie in the south chamber are currently in pitch darkness and therefore have total concealment; I've left their tokens visible for easy reference on their locations.

The squares with torch holders in them (like H7 and H9) don't obstruct movement - the torch holders don't fill the whole square and can just be skirted around.[/sblock]
 

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