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

Toeto sighs in relief - everyone survived this one. She stows her mace and retrieves the fallen sunrod.

OOC: Toeto spends one surge to get to full health. 8/10 surges remain.

If anyone wants to spend their second wind after the battle, add +3 to the amount healed if you stand next to Toeto's spirit companion. I think everyone can get to full health with one surge spent.
 

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OOC: Scarm spends one surge to get back to full hp. Added 1 AP as well.

[sblock=MiniKenku]Scarmiglione Male Kenku Rogue|Sorcerer 5
Initiative: +6, Passive Perception: 17, Passive Insight: 12, Senses: Low-light vision
AC:20, Fort:15, Reflex:19, Will:18; Resist 5 psychic
HP:44/44, Bloodied:22, Surge Value:11, Surges left:6/7
Action Points: 2
Blazing Starfall
Sly Flourish

Wave of Light
Low Slash
Sneak In the Attack
Songmaster’s Boon (item)
Second Wind

Blinding Barrage
Thunder Leap
Shadowdance Armor (item)
Lucky Charm (item)


Phase of the Sun: At the start of my turn, each enemy adjacent to me takes 2 fire and radiant damage; resist 5 cold
Phase of the Moon: Bonus to AC equal to number of conscious adjacent enemies; resist 5 psychic
Phase of the Stars: Whenever an enemy's attack misses me, I can teleport 2 as a free action; resist 5 radiant

First Time Bloodied: Change immediately to next phase.

Conditions: phase of the moon

Full sheet: Scarmiglione[/sblock]
 

OOC: I'll spend 1 surge to get back to full HP.



[sblock=stat block]
Kaz Male Elf Avenger 5,
Initiative: +5, Passive Perception: 24, Passive Insight: 17, Senses: Low Light
AC:21, Fort:16, Reflex:17, Will:19
HP:52/52, Bloodied:26, Surge Value:13, Surges left:5/9
Action Points: 1
Basic Attack Battlecrazed Executioner's Axe+1, +7 vs AC, 1d12+3 damage (+1d12 on crit, 19-20 threat against undead, +1d6 when bloodied, reroll 1&2 damage)

Powers:
Bond of Pursuit
Overwhelming Strike

Angelic Alacrity
Oath of Enmity
Abjure Undead/Divine Guidance
Sequestering Strike
Avenger's Resolve
Second Wind
Elven Accuracy

Amulet of Life +1
Aspect of Might
Strength of Many
Battlecrazed Executioner's Axe +1

Conditions:
Non-elf allys within 5 square get +1 to perception.

If oath target moves away willingly, +6 damage to next attack. (Censure of Pursuit)

Can shift through difficult terrain (wild step)

+2 to Defense, +1d6 damage if bloodied (equipment)
[/sblock]
 

GM: H.M. I added Axe Expertise to Eithal's feats(+1 to hit, reroll first 1 rolled on damage with axes) to Eithal's page, added your feats beyond level 1 to your character summary, and changed all the +12 to-hits to +13. Hope you don't mind.
OOC: No problem. This adventure's been moving pretty fast for me. One round a day is an exciting pace, but it's kind of hard for me to keep up with, so I hope no one is upset with me always being the last to post.
GM: Also, why did you have her at 4 THP? Toeto only gave her 3.
OOC: Eithal hit with Strength of Stone last turn, so she get's 4thp. I don't think they stack, so I just took the higher of the two.


OOC: Eithal Spends a healing surge to get to full.
[sblock=Ministats]Eithal Lemindt Arehei Female Goliath Warden Level 6
Initiative: +3
Speed 6
Passive Perception: 18; Passive Insight: 13; Senses: Normal
Powerful Athlete: Roll twice for Jump/Climb Athletics checks
AC: 21; Fort: 19; Reflex: 13; Will: 15
HP: 71/71
Surge Value: 17; Surges left: 12/13
Action Points: 1
At Will Powers:
:melee: Strength of Stone link
:melee: Thorn Strike link
:melee:Warden's Fury link
Warden's Grasp link


Encounter Powers:
:melee: Grasping Winds link
:melee: Relentless Panther Attack
link
:close: Burst of Earth's Fury link
Stone's Endurance link
Warden's Tempest link
Second Wind

Daily Powers:
Form of the Relentless Panther link
Storm Strike link
Bear's Endurance link

Feats:

Sudden Roots: Whenever Eithal hits an enemy with an Opportunity Attack, that enemy is slowed until the end of its next turn.

Crushing Earthstrength: When Eithal uses her second wind, she gains a +4 bonus to her weapon damage rolls until the end of her next turn.


Guard of Stone: While Eithal is under the effect of her stone’s endurance racial power, each enemy marked by Eithal takes an additional penalty to attack rolls for attacks that don’t include Eithal as a target. The penalty equals her Constitution modifier and lasts until the end of her next turn.

Courage of the Lone Stag: When you mark three or more enemies with Nature’s Wrath, you gain a +2 bonus to weapon damage rolls against creatures you mark until the start of your next turn. This bonus increases to +3 at 11th level, and to +4 at 21st level.[/sblock]
 
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OOC: Will not spend a surge and stay 5 hp down

They seem to be getting a bit bigger as we go, don't they? Fredrock says as he cleans himself off a bit. Looking at the mushrooms, I could have sworn I saw something wiggling around in these during the battle....

[sblock=Fredrock]
HP down 5 of 58


Fredrock Hammersmith - Male Dwarf Battlemind, level 5
Passive Perception: +16, Passive Insight: +21 Senses: Low-Light
Init +1, Speed:5
AC:22, Fort:18, Reflex:18, Will:20
HP 53/58, Bloodied:29, Surge Value:14, Surges left:10/13
Action Points: 2/3, Power points 4/4
Powers-
Blurred Step link
:close:Battlemind Demand link
:melee:Mind Spike 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
:melee:Beckoning Strike link
:melee:Beckoning Strike attack

Item powers
Dwarven Scale armor link

:melee:MBA +11 vs AC, 1d10+6 (brutal 2)
:ranged:RBA +1 vs AC, 1d4-1 (improvised..would have to pick up a rock or something)
[/sblock]
 



After resting, the group advances into the labyrinth. Kaz and Scarm scout ahead while the others gain the last bits of advice from the statues as the depths of the Warrens begin to drown out her voice.

When Kaz and Scarm return, they find three routes that seem to lead to the destination:

*A long abandoned series of twisting passageways, full of dead ends, deadfalls, cave-ins, treacherous cliffs, and more strange mushroom growths - and that just the start. It will take quite some time to navigate it and find and there are many natural hazards but there seem to be few of the dead.

*A series of large, carved rooms with a variety of undead abominations packing them. They lead directly to the dark temple.

*A side-path that seems to have once led to ancient treasuries, the hallways packed with traps and magical wards.

Its up to the group to pick the way they will take...
 
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Perhaps the ancient treasuries have something we can use to our advantage against these undead that infest this area Fredrock says, with just a slight hint of greed in his voice....
 

This one thinks the any treasure could be useful in saving our friends. Kaz says, not a hint of greed in his voice.

OOC: Course as a player, I want all the treasures I can get my hands on ;)
 

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