[Adventure] The Paper Chase (Judge: renau1g)

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.

As he steels himself and enters the cloud of seething darkness, it feels as if a thousand tiny fangs have been sunk into his skin all at once. His ears are filled with vile whisperings, and his nostrils with the stench of a charnel house, but nonetheless - and despite his total blindness - he strikes out and succeeds in slaying one of the unseen things that clamber over Mythra's prone form. As he does so, a little strength flows back into Mythra's beaten frame and he finds himself conscious once more.

"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.

Both swings strike through, hewing through rotten flesh and sinew with ease, but despite the devastating blows the zombie is still standing, though it does look decidedly shaken.

[sblock=OOC]Mid-round update since Mythra's turn will depend on this stuff.

Hunger of Hadar damage on Serris: 2d10=4

TM doesn't get an OA on Serris, because Hunger of Hadar blocks all Line of Sight.

Serris's attack hits TM despite the -5 penalty for total concealment, and slays it (minion).

Mythra heals 3 hp, bringing him round and stopping him dying (boo! ...I mean, yay!).


And, correct, stepping on the sword square does nothing; in fact that's a raised stone slab, like a work table or thereabouts, with what looks to be some of the necromancer's possessions on top of it.[/sblock]

[sblock=Combatants]Orsik 38/45 hp
Serris 41/45 hp
kal'Tarron 31/44 hp
Mythra 3/38, ongoing 2 necrotic damage (save ends) (x2), bloodied
Grys 26/39
zom3 -0 hp
zom2 -0 hp
nec -0 hp
TM - dead
TM1 - 0hp
zom -53 hp[/sblock]
 

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OOC: Regarding initiative order: this one's simple, the necromancer delayed until after his allies had gone, because he was hoping his minions would finish Mythra off and he could do something else.

Regarding multiple instances of ongoing damage from the same source: this one has been subject to a lot of interpretation, it seems, but my best research efforts do seem to support your interpretation. So yeah, okay, only one instance of ongoing damage on Mythra.
 


OOC: [MENTION=17627]Ant[/MENTION]itheist - I don't think he's swung at me yet, but now that he's bloodied, I get +1 to all my defenses thanks to my vestments. #firsttimeitsactuallyhappened
 

Orsik heals Grys, quickly drawing rune of mending and infusing it with hardness so it protects valiant comrade.

OOC: Grys heals surge and everyone within 5 squares of Orsik gets +1 to all defenses
 

"Thanks Orsik. You'll need to pull out a sunrod and drop it in this room cause I need to take my light with me. " Grys says. He lights up his sword and then moves through the darkness to find out what is on the side. Once there, he quickly evaluates the situation and teleports to the other side of the combatants.

"Hello little mageling. You've made a pact with some very bad entities. But don't worry, I'm going to send you to meet them very soon." Grys says with all seriousness as fire erupts from him.

[sblock=Actions]
Antithetist: It looks like you might not have taken into account the Aegis of Shielding on Zom. It would have been at -2 to hit Kal and even if it still hit, it would have done 6 less damage. The Aegis of Shielding stays on Zom until it is dead (or until someone else marks it).

MetaVoid: Sorry, I did want you to post all of Orsik's actions before Grys', but if I don't post now, I won't be able to post until tonight and that'll slow up everyone. I'll have Grys delay.

Delay until after Orsik does all of his actions (that way, he still has light up this round)
Minor: Light spell on sword
Move: Move to C7
AP Move: Fey Step to C2
Standard: Fire Shroud on Nec, Zom3, Zom2, and TM in that order

Sword Burst vs. Fire Shroud on Nec 21, Zom3 automiss, Zom2 21, and TM 18 vs. Fort, 14 damage with Challenge Seeking Longsword

Those that are hit take 5 ongoing fire damage as well.

Grys has +1 to all defenses and 9 more hit points due to Orsik's Rune of Protection.

If Grys hit any of the foes, he also gets 2 temporary hit points.
[/sblock]

[sblock=stats]
Grys - Male Eladrin Hybrid Swordmage Wizard
Medium natural humanoid (Fey)
Advantageous Conditions: +1 to all defenses
Adverse Conditions:
Initiative: +3
Passive Insight: 13 Passive Perception: 18
Senses: Low Light Vision
HP 35/39
Bloodied 19
Surge Value 9; Surges Per-Day 3/8
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]
 

Ah, OK

Orsik abandons his search for the passage and returns to combat at hand, healing Grys and finally connecting with the zombie.

PROTECTION: adjacent allies get DR 2; all allies gain +1 defenses TENT
[sblock=Actions]
Move: H8
Minor: Rune of Mending on Grys, everyone gets +1 to all defenses TENT.
Standard: Word of Diminishment vs Zom AC (1d20+10=26, 2d6+6=15) - zombie suffers -3 to damage TENT

I believe light will have to wait and we're in the same line as the crossroads...I still think someone with thievery or non-LoS teleport should go for the necromancer,
I'll go next round through the zone and hit with daily that increases my healing capabilities and is radiant...

[/sblock]
 
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