Beyond the Rerisen Tower(DM Iron Sky, Judge: renau1g)

In these early moments of the retreat, Toeto can think of nothing else except to run as fast as she can while managing the rocky terrain.
 

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OOC: Scarmiglione hands his potion of healing to Eithal, since she's taking the lead and Fredrock already has potions.

Scarmiglione, exhausted and frustrated by the strainings of the corpse-that-was-Yishim, attempts to calm himself once again with the music that comes to him most naturally. His voice this time is a feminine mezzo-soprano, and the aria is the Song for the Dead, a tune so famous that those who hear it quickly realize that they have heard it before somewhere, even if they are unable to identify it by name.

Scarmiglione continues doggedly along as he sings to himself, barely noticing either his surroundings or the fact that Yishim briefly ceases his struggles and appears to listen as well.

[sblock=Bluff check]Bluff 1d20+15=20[/sblock]
 

Kaz uses his keen eyesight to spot a safe path; pointing out loose rocks that may cause some to slip. He also runs easily over the rocks, as most would run over a flat surface.

[sblock=Perception = 26]
Roll

"Otters are for swimming and elves are for running over pointy rocks."

Or something like that ;)
[/sblock]
 

One of the Rerisen Lords moves forward to direct the assault of the dead, trampling the weaker dead that Fredrock dropped into the ground in their haste to get to him. Fredrock is pushed back from the gap by the assault of the dead by a massive rerisen, blood flowing from half-a-dozen wounds.

The group makes their way out of the ravine and finds an area that is relatively flat and wide, the undergrowth died out, only the faintest sounds of Fredrock's struggle to hold the ravine echoing through the fog to the group. The going is slightly easier and even Yishim calms slightly.

Ahead the glow is noticeably brighter, which is fortunate since even with out the life-sapping mist, everyone would be nearly spent. Eithal especially is a bit woozy - perhaps from too many blows to the head knocking her unconscious - while Kaz is energized despite his wounds.

[sblock=The Path(Skill challenge)]Round 1 results:
Eithal: Athletics 18 - 1 point(-1 to next round's check)
Toeto: Athletics 20 - 2 points
Scarm: Bluff 20 - 2 points
Kaz: Athletics 26 - 3 points(+1 to next round's check)
Total: 8 total points, 2 group points, Advantage(+1 to all future skill checks)

Repeating the same check multiple rounds in a row imposes a cumulative -2 penalty.

Objective: Make your way through the rocky ravine full of boulders, narrow gaps, loose rocks, tangled undergrowth, and dense fog, all while wrestling Rerisen Yishim along, enduring the pain of your many wounds and the fatigue of a long day of hard travel and heavy combat.

Rounds: Until 5 group points are earned.

Current Status: 2 group points, +1 to all skill checks

DCs:
14-: 0 points
15-19: 1 point
20-24: 2 points
25+: 3 points
Natural 1: -1 point
Natural 20: +1 point

Group Totals(4 PCs):
0-3 total points: 0 group points and Disaster
4-7 total points: 1 group point and Complication
8-11 total points: 2 group points and Advantage
12+ total points: 3 group points and Miracle

[sblock=Roll Options]Action Points: An action point may be used to roll an additional skill check in a round.
Aid Another: You may take -2 on their skill check to grant someone else +2.
Heroic Effort: You may spend a healing surge before a roll to gain +3 on the roll or after the roll to gain a +1.[/sblock][/sblock]

[sblock=The Ravine(Combat)][sblock=Terrain]The area in front of Fredrock narrows to a 3x3 area before dropping to 1 square (that Fredrock is filling). 1 square behind Fredrock it widens to 2 squares, beyond that it is 3. If he gets pushed back more than 1 square, they'll be able to quickly surround him.[/sblock]

[sblock=Enemy Actions]The dead that fall are trampled, unable to rerise.

Rerisen Dead x 2: vs AC 12, 21, 1 hit, 5 damage and push 1 reduced to 0.
Rerisen Hulk x 2: vs AC 22, 15 damage and push 2 reduced to 1, AC 18, miss.
Death Mote x 3: vs Fort 14, 15, 23, 1 hit, 5 necrotic damage.
Rerisen Archer x 3: vs AC 25, 15, 13, 1 hit, 4 damage.
Rerisen Lord: vs Fort Nat1.[/sblock]

[sblock=Combatants]Fredrock: 29 damage taken, bloodied, Regen 5 bloodied

Behind Gap: Fredrock
In Gap: Rerisen Hulk
First Row: Rerisen Dead x 2, Rerisen Hulk(12 damage taken)
Second Row: Rerisen Hulk x 3
Third Row: Rerisen Dead x 3
Support: Death Mote x 3, Rerisen Archer x 3, Rerisen Lord

Stats
Rerisen Dead: Minion, 14 AC, 14 Fort, 12 Ref, 12 Will, Resist 10 Necrotic. MBA - Slam: +6 vs AC, 5 damage and push 1.
Rerisen Dead destroyed: 4
Rerisen Hulk: 36 Max HP, 15 AC, 14 Fort, 11 Ref, 12 Will, Resist 10 Necrotic, Vulnerable 5 Radiant. MBA - Slam: +6 vs AC, 2d6+3 damage and push 2.
Rerisen Archer: Minion, 14 AC, 12 Fort, 14 Ref, 12 Will, Resist 10 Necrotic. MBA - Slam: +6 vs AC, 3 damage.
Death Mote: Minion, 15 AC, 12 Fort, 15 Ref, 14 Will. MBA - None.
Rerisen Lord: 74 Max HP, 17 AC, 14 Fort, 16 Ref, 17 Will, Resist 10 Necrotic, Vulnerably 5 Radiant. MBA - Rot Blade: 1d6+4 necrotic damage + 5 ongoing necrotic.[/sblock][/sblock]
 

Undaunted by the assault of the dead, Fredrock continues his defense of the gap, with all his might. Several dead fall, others are hurt, but the one in the gap is unharmed.

[sblock=actions]
Start of Turn: Regen 5 hp

Standard: :melee:Iron Fist on Hulk in Gap: Effect DR4 TEONT
Minor: Second Wind Heals 11 HP, effect +2 defenses TEONT.
AP: use 2 PP to :close:Bull's Strength targeting Hulk in gap, and 1st and 2nd row.

Hulk in Gap: Missed (darn, wanted to push him out of the gap..oh well)
Hulk in 1st row: Crit (due to the deathscarred boon) for 16 damage Would be pushed if there was somewhere to go
Both RRD in the 1st row are taken taken down
One hulk in the 2nd row takes 12 damage Would be pushed if there was somewhere to go

Move converted to Minor: :close:Battlemind Demand on the hulk in the gap (just in case he stikes and tries to move away from me, I can then shift back into the gap)
[/sblock]
[sblock=Fredrock]
Regen 5 when bloodied
Hulk in Gap marked
DR 4 TEONT
+2 Defenses TEONT
Down 13 HP (32/45)

Fredrock Hammersmith - Male Dwarf Battlemind, level 3
Passive Perception: +15, Passive Insight: +20 Senses: Low-Light
Init +0, Speed:5
AC:21, Fort:16, Reflex:16, Will:18
HP 32/45, Bloodied:22, Surge Value:11, Surges left:1/13
Action Points: 0/3, Power points 0/4
Powers-
:close:Battlemind Demand link
:melee:Mind Spike link
Blurred Step link
:melee:Bull's Strength link
:melee:Iron Fist link
:melee:Mist Weapon link
Second Wind link
Battle Resilience link
:close:Telepathic Challenge link
:melee:Aspect of Elevated Harmony link

Item powers
deathscarred boon link
Dwarven Scale armor link

:melee:MBA +7 vs AC, 1d10+4 (brutal 2)
:ranged:RBA -0 vs AC, 1d4-1 (improvised..would have to pick up a rock or something)
[/sblock]
 
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OOC: I'm going all out on this!
I'll spend my last healing surge for +3 and also my Speak With Spirits power for another +4. Then there's the +1 for Advantage from the last round.

Toeto's pace slows as she tries to guess the best way through the mist. The ground may be flat for now, but there may still be natural hazards between the party and the light.
 


OOC: Was the skill challenge after the storytelling fight an encounter? If so, the last fight would be a milestone, and I'd spend an AP in this round.
 

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