The Dark Temple, Round 7
The Avatar finally recovers, her body pulses with dark power, seeming as though it's about to burst at the seams. Some of that power pours into his hands an explodes out. Some of the group are able to dive out of the way, but it strikes the group hard.
GM: | Just realized Kaz would have regenned to full thanks to his "regen 5 bloodied".
Yishim, don't forget the Greater Radiant Orb is close burst 10(everything within 10 of you). | |
[sblock=Ritual, UPDATED]The ritual can be counterspelled and delayed 1 round with a Minor Action DC 20 Arcana or Religion check(max one check per round per PC) while adjacent to the altar or one of the tombs. In place of a normal roll, a PC may make roll Aid Another.
The ritual is to awaken the Hungerer Kings. It will take 4 more rounds to complete but if two more counterspell checks hit DC 25 or higher ritual will be disrupted entirely.[/sblock]
[sblock=Arcana or Religion 20, minor action, while adjacent to the altar]It looks like the altar is also has a ritual that is responsible for the Avatar's teleport and fire resistance. As a minor action once per round per PC, a PC may make a Religion or Arcana DC20 check to suppress her fire resistance or temporarily cut-off her teleportation ability or two minor actions to attempt both.
A PC may attempt either or both while adjacent to the altar, but please specify in your roll which one you are attempting.[/sblock]
[sblock=Enemy Actions]
Avatar of Ravens:
Detonation Frenzy(close burst 10):
Detonation(-2 cover for Eithal, Cale, Livia): 17 Reflex vs Livia, miss, Crit vs Yishim, 22 Reflex vs Toeto, 16 Reflex vs Kaz, miss, 20 Reflex vs Eithal, 12 Reflex vs Fredrock, miss, 23 Reflex vs Scarm, hit, 22 Reflex vs Cale, hit, 12 damage to everyone hit(reduced by 3 for PCs) and slide one. 24 damage to Yishim reduced to 21. Cale's saving throw vs being pushed off the cliff: 16, save.
Raven Form: Teleport to J15, gain 3 THP, sprout takes 3 necrotic damage to Sprout, ignored.[/sblock]
[sblock=Combatants]
Scarm:
H21,
27 damage taken,
bloodied,
DR3
Eithal:
E17,
17 damage taken,
DR3
Kaz:
P15,
5 THP,
regen 5 bloodied,
DR3,
Aspect of Might
Fredrock:
O18,
8 damage taken,
+2 defenses,
regen 5 bloodied,
DR3,
Beckoning Strike Stance
Toeto:
I12,
9 damage taken,
DR3
*Sprout:
J16(1 square up)
Yishim:
H10,
33 damage taken,
bloodied,
DR3
Cale:
P24,
56 damage taken,
bloodied,
prone
Cale: Max HP 60, AC 21, Fort 18, Ref 16, Will 17. [sblock=Powers]
MBA -
Viper's Strike(standard action): +12 vs AC, 1d12+3 damage and the target gains Vulnerable 3 until the end of Cale's next turn,
RBA -
Paint the Bullseye(Ranged 20, standard action): +10 vs AC, 1d10+1 damage and the target gains vulnerable 3 to all attacks until the end of Cale's next turn.
Inspiring Word x 2(minor action, close burst 5, one creature in burst), the target heals surge + 1d6.
Second Wind(standard action): Cale heals 15 hp and gains +2 defenses until the start of his next turn.[/sblock]
Livia:
P6,
35 damage taken,
bloodied,
+2 defenses,
prone
Livia: Max HP 48, AC 18, Fort 16, Ref 18, Will 17. [sblock=Powers]
RBA -
Grasping Swarm(Ranged 20): +12 vs AC, 1d12+7 damage and the target and all adjacent creatures take -2 to attacks until the end of Livia's next turn.
Inevitable Shot(free, when misses with an attack): Livia can make a RBA against another creature within 5 of the original target.
Second Wind(Standard Action): Livia heals 12 hp and gains +2 defenses until the start of her next turn.[/sblock]
Avatar of Ravens:
J15,
16 damage taken,
marked(Fredrock),
Oath(Kaz)
Avatar of Ravens: Max HP ??, AC 17, Fort ??, Ref 17, Will 17, Resist 10 fire, 10 necrotic, Vulnerable 5 radiant.
Powers - MBA ??,
Burning Ravens(Aura 1): Any creature that enters or starts its turn in the aura takes 5 fire damage and grants CA to the Avatar until the end of the Avatar's next turn.
Crystals destroyed:
2
Statues Destroyed:
2
Ritual:
1/3 Counterspells,
4 rounds until completion[/sblock]
[sblock=Terrain and lighting]
Pillars: they do not occupy squares, but it is difficult terrain in any square the white touches. They provide cover.
Flaming Pit: Any creature that enters or starts its turn in the area between H13 and N18 takes 1d10 fire damage. The pit is 10' deep. Any creature falling in takes 1d10 falling damage, 1d10 damage from the spikes and 1d10 damage from the fire. Starting your turn in the fire pit inflicts an extra 1d10 damage(2d10 total). Climbing out takes a DC 12 Athletics(climb) check.
Cliffs to the Statues: The cliffs are 10' tall and require DC 15 Athletics checks to climb.
Lighting: Thanks to Yishim's sunrod, the whole place is brightly lit.
Altar: The altar in the back takes an Athletics check DC10 and 2 squares of movement to climb on top of. It provides cover.[/sblock]