[Adventure] The Paper Chase (Judge: renau1g)

I'm changing Orsik's actions as Mythra's unavailabilty voids most of it.

Orsik moves to the line where necromancer was last seen and moves westward. When he comes to the wall he swings the maul, but arrests it's momentum just before it strikes the wall.
"I cannot bring down piece of history." he murmurs and starts examining the wall, is eyes scanning symbols and text that don't fit into the rest or are not consistent with religious practices of warriors of old.

He tries pushing one side of the stone block then the other as if it's normal door.

Actions: he walks south to that sword mark (that is only on the floor, right?) and steps on it and then walks westward toward the wall (i.e. that block thing that I'm guessing is another sacrophagus)

Base roll (1d20=10)
Base roll 2 (1d20=17)
+4+1 for perception
+7 for religion
+3 for thievery
-------
apply two of what you think most appropriate for this description (two minor actions available after move)
 

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OOC: I'll retcon my post if that is OK.


Die monster, you don't belong in this world! Mythra says shooting a colored blast of spray at the undead then teleporting out of there and running to the room with the others. Heal me now! he demands.

[sblock=actions]
Standard: Enlarged Colored spray blast 6 in the necromancer's direction. (going three squares north of Mythra and two squares south of him (plus his square).
Rolls
Nec 9 vs will.
Zom 1 9 vs will
Zom 2 15 vs will
On hit: 6 radiant damage and daze.
Save failed.
(please roll for anything else that is hit)

Move: Shift to B5

ACTION POINT
Second Wind
[/sblock]
[sblock=stats]Male Eladrin Wizard 4
Medium natural humanoid (Fey)
Initiative +3; Senses Passive Insight 19, Passive Perception 19
HP 11/38hp, Bloodied 19, Surge Value 9, Surges 1/9
AC 17+4; Fortitude 15+4, Reflex 16+4, Will 17+4
Saving Throws +5 vs Charm Effects
Speed 6
Action Points:0

Conditions: 2 ongoing necrotic damage (save ends), Second Wind & Bloodthread armor in effect.

Powers:
At will:
Chilling Cloud
Winged Horde

Ghost Sound
Light
Mage Hand
Prestidigitation
Mystical Debris


Encounter:
Fey Step
Grasping Shadows
Color Spray
Tome of Binding
Second Wind

Daily:
Summon Dretch
Summon Tome

[/sblock]
 

"We need to fight these things in the room, not the hallway. Fighting them in the hallways where they can get many on one is suicidal. Serris, once Mythra gets past you, you'll need to hold off those things for a moment. Kal and Orsik, see if you can pull the Zombie back into the room or kill it. Mythra, teleport your butt into this hallway and then move into the room once you get a chance. Immediately if you can manage it. Come on people, move!" Grys starts shouting out commands.

Die monster, you don't belong in this world! Mythra says shooting a colored blast of spray at the undead. The spell produces a momentary flash of light, illuminating the zombies descending hungrily upon him, but seemingly fails to have any effect on them.

With raised fingers, kal'Tarron curses at the zombie beside him in draconic. He then takes a swing at it with his axe, just barely managing to connect thanks to the advantage provided by Grys's threat from the other flank.

Serris stabs at the visible zombie, and calls to Mythra "Hold in there!"

Orsik moves to the line where necromancer was last seen and moves westward. When he comes to the wall he swings the maul, but arrests it's momentum just before it strikes the wall.
"I cannot bring down piece of history." he murmurs and starts examining the wall, is eyes scanning symbols and text that don't fit into the rest or are not consistent with religious practices of warriors of old.

He tries pushing one side of the stone block then the other as if it's normal door.

There is no decoration at all – the walls here are simply rough hewn stone, and none of the blocks shows any sign of recent tampering. He finds no sign of any secret passages or hidden mechanisms.


* * *

Mythra's undead assailant strikes him another telling blow with its axe, though the sting is taken out of it by Serris's bolstering effect. In the darkness he can hear the thing moving away, and then sudden movement as the softly glowing tip of the other zombie's staff comes straight for him and lashes out – but with wild inaccuracy.

The creatures behind him swarm up his legs once more, biting and scratching with foul claws and wearing him down, yet still he stands firm, anticipating the necromancer's attack. When it comes, he's ready for it – sees the slight charge of sickly green energy gathering, intuits exactly where it's aimed, and moves aside with perfect adroitness. It's only blind luck that in the darkness he missteps on a loose rock, twists his ankle, and falls – straight into the path of the oncoming attack. The deathly energy washes over him in an overwhelming wave, and he mercifully loses consciousness before he hits the ground.

"Do you intend to leave your friend to die?” comes a gloating voice from beyond the swarming darkness in the corridors' intersection. "Not very heroic...”

[sblock=Mythra's Turn]Mythra takes 2 ongoing necrotic damage at the beginning of his turn.

Mythra can't shift to B5, there's no room to occupy that square (most of it is in the wall). The corridor is slightly wider than 1 square, but only just. If you want to use last round's move action for something else then it may be possible to retcon something in, but I'm unsure what you could have usefully done with that action except maybe getting a light out.

Also you actually had 2 lots of ongoing damage, sorry if I didn't make that clear – only the highest one actually damages you each round since they're the same damage type, but you save against them seperately. I went ahead and made another save for you: 1d20=10, pass.[/sblock]

[sblock=Enemy Actions]zom3 standard - attacks Mythra with flanking. 1d20=9+? = hit vs AC 21. Damage 1d8+5=8.
Move – shift to C4

zom 2 standard – charge Mythra with flanking. 1d20=1, automiss.

TM standard - attack Mythra: 1d20=13+? = hit vs AC 21, damage = 3 plus 2 ongoing necrotic damage.

TM1 standard - attack Mythra: 1d20=4+? = miss vs AC 21

nec minor – Warlock's Curse on Mythra (gained Pact Boon and removed curse last round due to Bloodied Boon feat)
Move → Minor – Sustain Hunger of Hadar
Standard – Eldritch Blast on Mythra. 1d20=4 – reroll with Dark One's Own Luck. 1d20=19+? = hit vs Ref 20; damage 1d10+7=16, curse damage [URL="http://[url=%22http//invisiblecastle.com/roller/view/2695273/%5D1d6=6%5B/url%22"]http://invisiblecastle.com/roller/view/2695273/]1d6=6[/url] for 22 total damage.

Zom – shift to I9, attack kal'Tarron: 1d20=13+? = hit vs AC 22, damage 1d8+5=13[/sblock]

[sblock=Combatants]Orsik 38/45 hp
Serris 45/45 hp
kal'Tarron 31/44 hp
Mythra -17/38, ongoing 2 necrotic damage (save ends) (x2), bloodied, dying
Grys 26/39
zom3 -0 hp
zom2 -0 hp
nec -0 hp
TM -0 hp
TM1 - 0hp
zom -17 hp[/sblock]
 

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OOC: Just to highlight the obvious, in terms of Mythra's troubles - he'll take 2 ongoing damage at the start of his turn, and if he hasn't received healing by then that will take him to -bloodied, and he will die.
 


[sblock=OOC]MetaVoid raised a couple of points via PM that I wanted to share. Firstly, on a quick rules point about last round, I didn't move Orsik because he couldn't get to his target square without clambering over a sarcophagus, and in any case since he only took a Standard action I had him make a basic Perception check to scan the wall for anything odd (searching in meticulous detail would take at least a minute) - which he could do just as easily from his original square.

Secondly, he requested that I begin including some information on monster stats - greater/less than numbers for their attacks and defenses as they are discovered. I'm not really in favour of this; I prefer to let the players remember/record that stuff themselves, if they want to. But as I said to him, I'm prepared to be flexible on that if my players feel strongly. So, let me know if you have an opinion.[/sblock]
 

Serris speaks softly to those ahead of him, "This room is a trap, if we don't do anything we're all going to die." Then he moves back to face the enemies in the hall.

[sblock=actions]
Move: to C8, might provoke, depending on TMs ability to sense in darkness.
Standard: Energizing Strike, augment 1, will heal Mythra for 3 if it hits.
Energizing Strike vs. TM1; Damage (1d20+8=22, 1d10+4=13)
Minor: See OOC
[/sblock]

[sblock=ooc] Did not apply penalties to attack, if any. Will use Minor for Ardent Surge on Mythra, surge + 1d6, if attack misses. Otherwise Minor to Battleminds Demand TM[/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: 3/4, 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[/sblock]
 


"Someone get to Mythra, I can't reach him in time." kal'Tarron growls over his shoulder, unable to turn away from his holy duty. Blood drips from his hands as he takes a mighty swing at the zombie in front of him, followed by a quick reverse chop back at its body.
[sblock=actions]
Halo of fire vs zombie, with OoE and Bloodclaw (1d20+10=17, 1d20+10=23, 2d12+6+6=28) + Memory of Thousand Lifetimes added to swing (1d8=8) 31 vs AC, 28 fire damage I take 2hp.

If he is still standing, i'll use an AP to attack him again: Bond of Retribution on Zombie, with OoE. (1d20+10=12, 1d20+10=24, 1d12+6=8) 24 vs AC, 8 damage[/sblock]
 

OOC: Just to highlight the obvious, in terms of Mythra's troubles - he'll take 2 ongoing damage at the start of his turn, and if he hasn't received healing by then that will take him to -bloodied, and he will die.

[sblock=Multiple Effects]
Two points:

1) In the previous round, the order of the NPCs was:

zom3, Zom2, nec, TM, TM, Zom

In this round, it's:

zom3, zom 2, TM, TM1, nec, Zom

If you keep the same init order, would TM and TM1 actually attack Mythra once he is down? If not, he wouldn't have as much damage and as many ongoing effects. Are you going to continue to have them attack Mythra this upcoming round because he is still alive but unconscious? If not, why would you do it last round? Your call.


2) As for the ongoing damage:

I think the rule got clarified a bit in PHB3, but I don't have PHB3 in front of me. But, I did find this quote on the Internet:

PHB3 pg222
Identical Effects That a Save Can End: If you are subjected to identical effects that a save can end, including ongoing damage, you ignore all but one of those effects.

This seems to indicate that only one of the two ongoing damages applies. Once it is saved against, that's it until Mythra is hit again.


So, if you are going to not have TM and TM1 attack this current round, then Mythra failed his save last round and needs to save again this round.
[/sblock]
 

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