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<blockquote data-quote="darkbard" data-source="post: 9228818" data-attributes="member: 1282"><p><strong>Altar of Sacrifice (EL4, L+3, XP 700)</strong></p><p></p><p><em>The descent into the crevasse empties you into a series of collapsing narthex chambers to a place that once must have been unbearably beautiful, the Vault of the Heavens arrayed on the ceiling in magnificent sparkling mosaic. But now this is a place of palpably profound malevolence. True evil that makes your hair stand on end. But also a place of profound power. Something beckoning from the deep.</em></p><p><em></em></p><p><em>The most prominent feature is a raised dais and altar at the far end of a domed nave, upon which an androgynous winged being is stapled to the altar’s surface with a long blade. The figure seems unconscious but in tremendous agony. From it pours blood that gushes in two streams that spill down the altar steps and across the nave with the horribly inscribed carving of Orcus’s demonic visage before dripping down the gaping maw into whatever space lies below. </em></p><p><em></em></p><p><em>In the center of the chamber, amid pillars arcing necrotic energy between them, is a leathery, mummified figure with eyes that glow like white-hot embers, its hands ending in deadly claws, and its teeth sharp and jagged like needles.</em></p><p><em></em></p><p><em>A shuffling humanoid corpse--too decomposed to be sure if it’s elf or human, halforc or some similar race--groans ominously in the north section, and a half dozen whisps of shadow flit around the room.</em></p><p><em></em></p><p><em>“Who dares intrude upon our service to the Lord of Undeath?” demands the mummified figure.</em></p><p></p><p>Place your PCs anywhere in the left antechambers, even within squares of Rubble or Collapsed Doors if you choose, but no more than six squares between farthest PCs. These squares are either dimly lit or total darkness (see Illumination), but you can choose to deploy equipment to change that from the outset of the encounter (no action expenditure required to start this way, though at least one PC must have a free hand to wield a light source). There are no doors leading left of column A (nor chamber beyond) even though so depicted on the map; this space is solid stone wall.</p><p></p><p>Roll Initiative and any Monster Knowledge checks you would like to make (Religion is most appropriate here, but I can see Arcana or History being alternatives, the latter for the wight.)</p><p></p><p><strong>Dimensions</strong> The ceiling along the periphery of the chamber is 2 squares high. The central nave area (H-Y/5-18) is 4 squares high.</p><p></p><p><strong>Illumination</strong> Squares within 5 of a pillar are brightly lit. Beyond that radius is dim lighting to 10 squares (possible concealment). Beyond that is darkness (possible total concealment).</p><p></p><p><strong>Rubble</strong> These squares of collapsed stone are difficult terrain.</p><p></p><p><strong>Doors</strong> These heavy reinforced doors require a Minor action and a successful Strength check DC 8 to open. They remain open unless closed again with another Minor action. A creature with both hands free (ie, no shield, weapons, or held implements) can choose to open/close both doors with a single action.</p><p></p><p><strong>Collapsed Doors</strong> These battered remnants are difficult terrain and can be stunted with.</p><p></p><p><strong>The Maw</strong> Squares within the dark red square outline drop 6 squares to the chamber below (3d10 falling damage). A creature may make a saving throw to drop prone in the previous square before being force-moved over the edge.</p><p></p><p><strong>Altar</strong> This raised platform, adorned with lifesized plate armor in the shape of Orcus and sacrificial slab, and its surrounding steps are protected by a field of energy that forbids crossing by living creatures. Stapled to the altar with a long sacrificial blade, unconscious but in obvious terrible agony, is a winged angel, androgynous in its chiseled form. See the Skill Challenge below.</p><p></p><p><strong>Necrotic Pillars</strong> These four crystal pillars reach floor to ceiling and are blocking terrain. Each emits light equivalent to a torch (5 square radius) while it is functional. A shimmering field of necrotic energy stretches between each pillar (necrotic energy field). If a pillar is deactivated, this also causes its light to be extinguished (though not the light of any other pillar).</p><p></p><p>[SPOILER]Necrotic Energy Field Level 1 Hazard</p><p>Object XP 100</p><p>Detect -</p><p>Initiative -</p><p>Immune attacks</p><p></p><p>Triggered Actions</p><p>Effect (necrotic) ✦ At-Will</p><p>Trigger: A living creature moves between the two pillars.</p><p>Effect (No Action): The triggering creature takes 2d4 + 4 necrotic damage.</p><p></p><p>Countermeasures</p><p>✦ Deactivate: Thievery DC 19 (standard action; must be adjacent). Success: The energy field ceases to function between this pillar and one connected pillar. Failure (18 or less): The character takes 2d4 + 4 necrotic damage.[/SPOILER]</p><p></p><p><strong>Blood Streams</strong> Two streams of blood pour down the sacrificial altar, across the floor, and down into the gaping maw below. All squares containing blood streams are an obstacle as below.</p><p></p><p>[SPOILER]Blood Streams Level 1 Obstacle</p><p>Hazard XP 100</p><p>Hazard: These streams of blood are difficult terrain.</p><p>Detect –</p><p></p><p>Triggered Actions</p><p>The blood streams attack when a creature enters or begins its turn in one square of the blood. It also attacks when a creature stands up from prone in one of these squares.</p><p></p><p>Attack</p><p>Opportunity Action Melee</p><p>Target: The triggering creature</p><p>Attack: +5 vs. Reflex</p><p>Hit: 1d6 damage and the target falls prone, ending that action. If the target is already prone, it cannot attempt to stand up from prone again this turn. It can still take the Crawl action.</p><p></p><p>Countermeasures</p><p>✦ Acrobatics DC 8: With a successful check and a move action, a character can move into 1 square of blood without risk of falling. If the check fails or the character moves more than 1 square, the blood stream attacks.</p><p></p><p>✦ Acrobatics DC 12: With a successful check and a move action, a character can move at its normal speed across a blood stream without risk of falling. (The blood streams are still considered difficult terrain.) If the check fails or the character attempts to run or charge through blood streams, the blood stream attacks.</p><p></p><p>✦ Acrobatics DC 19: With a successful check, a character can run (move action) or charge (standard action) across blood streams without risk of falling. (The blood streams are still considered difficult terrain.) If the check fails, the blood stream attacks.[/SPOILER]</p><p></p><p><strong>Skill Challenge: Free the Tortured Angel</strong></p><p></p><p>[SPOILER]<strong>Level 1, Complexity 1 SC </strong>(100 XP). 1 Secondary Skill (Minor Action, Easy DC 8). 4 Primary Skill Successes (Moderate DC 12) before 3 Failures or End of Round 5 (whichever comes first). Discern Weakness and Rebuke Orcus can be attempted in either order but must precede Penetrate the Wards, which must, in turn, precede Remove the Blade.</p><p></p><p><strong>Primary Skills:</strong></p><p></p><p>✦ <strong>Discern Weakness</strong>: Arcana, History, Perception, or Religion (standard action, no range limitation).</p><p></p><p>✦ <strong>Rebuke Orcus</strong>: History, Intimidate, or Religion (standard action, range 5 from altar steps squares).</p><p></p><p>✦ <strong>Penetrate the Wards:</strong> Arcana, Endurance, Religion, or Thievery (move action while adjacent to altar's steps squares). Successfully penetrating the wards deactivates the barrier to the altar.</p><p></p><p>✦ <strong>Remove the Blade</strong>: Athletics, Endurance, or Heal (standard action, adjacent to altar squares).</p><p></p><p><strong>SUCCESS</strong>: Removing the blade unleashes a wave of radiant energy across the entire level. All undead creatures suffer 3d6 +3 radiant damage, and all living creatures heal 3d6 +3 HP damage. The angel is freed from its torture, but it remains Stunned until the end of the encounter. After the encounter, the angel rewards its rescuer with a Divine Boon (player’s choice of either Sehanine’s Mark of the Dark Moon/The Raven Queen’s Shroud, with attendant implications for the fiction) (L3) before departing for the Astral Sea.</p><p></p><p><strong>FAILURE</strong>: Attempting to free the angel cannot be attempted again before an extended rest. Orcus rebukes those who would interfere in sacrifice offered to him. PCs suffer -2 all defenses until the end of the encounter.[/SPOILER]</p><p></p><p><strong>Creatures: </strong></p><p>Jendi makes a Monster Knowledge Religion check, r15+8=23. Exceeds Hard DC of 21</p><p></p><p><strong>Deathlock Wight (black)</strong> Level 3 Controller, HP 48; Bloodied 24; AC 17, Fortitude 14, Reflex 15, Will 16</p><p></p><p>[SPOILER]Medium natural humanoid (undead) XP 150</p><p>HP 48; Bloodied 24 Initiative +4</p><p>AC 17, Fortitude 14, Reflex 15, Will 16 Perception+1</p><p>Speed 6 Darkvision</p><p>Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant</p><p></p><p>Standard Actions</p><p>(⚔) Claw (necrotic) ✦ At-Will</p><p>Attack: Melee 1 (one creature); +8 vs. AC</p><p>Hit: 1d6 necrotic damage, and the target loses a healing surge.</p><p></p><p>➶ Grave Bolt (necrotic) ✦ At-Will</p><p>Attack: Ranged 20 (one creature); +6 vs. Reflex</p><p>Hit: 1d6 + 7 necrotic damage, and the target is immobilized (save ends).</p><p></p><p>ᗕ Horrific Visage (fear, psychic) ✦ Recharge ⚃ ⚄ ⚅</p><p>Attack: Close blast 5 (creatures in the blast); +6 vs. Will</p><p>Hit: 1d6 + 5 psychic damage, and the wight pushes the target up to 3 squares.</p><p></p><p>Minor Actions</p><p>Reanimate (healing) ✦ Encounter</p><p>Effect: Ranged 10 (one destroyed undead creature of level 6 or lower that is not a minion). The target regains hit points equal to one-half its bloodied value. It can stand up as a free action.</p><p></p><p>Skills Arcana +9, Religion +9</p><p>Str 10 (+2) Dex 14 (+4) Wis 9 (+1)</p><p>Con 14 (+4) Int 16 (+5) Cha 18 (+6)</p><p>Alignment Evil Languages Common[/SPOILER]</p><p></p><p>Jendi makes a Monster Knowledge Religion check, r7+8=15. Meets Moderate DC 15.</p><p></p><p><strong>Grasping Zombie (white)</strong> Level 1 Brute, HP 33; Bloodied 16; AC 13, Fortitude 14, Reflex 11, Will 11</p><p></p><p>[SPOILER]Medium natural animate (undead); unaligned but ravenous</p><p></p><p>Standard Actions</p><p>(⚔) Slam ✦ At-Will</p><p>Attack: Melee 1 (one creature); +6 vs. AC</p><p>Hit: 1d12 + 3 damage, or 1d12 + 8 against a grabbed target.</p><p></p><p>Triggered Actions</p><p>Deathless Hunger ✦ Encounter</p><p>Trigger: The zombie is reduced to 0 hit points, but not by a critical hit.</p><p>Effect (No Action): Roll a d20. On a 15 or higher, the zombie is instead reduced to 1 hit point.</p><p>[/SPOILER]</p><p></p><p>Jendi makes a Monster Knowledge Religion check, r14+8=22. Exceeds Hard DC 19.</p><p></p><p><strong>Wisp Wraith (gray)</strong> Level 1 Minion, HP 1; a missed attack never damages a minion. AC 13, Fortitude 11, Reflex 15, Will 12</p><p></p><p>[SPOILER]Medium shadow humanoid (undead) XP 25</p><p>HP 1; a missed attack never damages a minion. Initiative +3</p><p>AC 13, Fortitude 11, Reflex 15, Will 12 Perception+0</p><p>Speed fly 6 (hover); phasing Darkvision</p><p>Immune disease, poison; Resist 10 necrotic, insubstantial; Vulnerable 5 radiant</p><p></p><p>Standard Actions</p><p>(⚔) Shadow Caress (necrotic) ✦ At-Will</p><p>Attack: Melee 1 (one creature); +4 vs. Reflex</p><p>Hit: 4 necrotic damage, and the target is slowed until the end of the wisp wraith's next turn.</p><p></p><p>Move Actions</p><p>Shadow Glide ✦ Encounter</p><p>Effect: The wisp wraith shifts up to 6 squares.</p><p></p><p>Skills Stealth +8</p><p>Str 3 (-4) Dex 17 (+3) Wis 10 (0)</p><p>Con 13 (+1) Int 4 (-3) Cha 15 (+2)</p><p>Alignment Chaotic evil Languages Common[/SPOILER]</p><p></p><p>[ATTACH=full]341796[/ATTACH]</p><p></p><p><strong>Initiative:</strong></p><p>Jendi (blue), r19+1=20</p><p>Grasping Zombie (white), r15-1=14</p><p>Nemo (green), r8+5=13</p><p>Wisp Wraiths (gray), r10+3=13</p><p>Mylistra (purple), r6+3=9</p><p>Deathlock Wight (black), r3+4=7</p><p>Toriq (red), r1+1=2</p><p></p><p>[HR][/HR]</p><p><strong><em>ROUND ONE</em></strong></p><p><strong><em>[ATTACH=full]341952[/ATTACH]</em></strong></p><p></p><p></p><p><em>As soon as <strong>JENDI </strong>enters the circle of the blueish light of the crypt, he can feel an underlying pull beyond the central motif of spectral minions and their master. The unconscious angel skewered and tortured on the altar at the far end of the chamber draws him forward with a yearning that feels familiar.</em></p><p><em></em></p><p><em>For once he begins to strategize rather than act impulsively, an understanding growing in his bones that he must get there and give succor, but first he must Vanquish the Foe. Later, he will notice that he placed a certain unconscious import to the task at hand, including giving it a Name, but now the Raven Queen's young Knight goes forward into battle.</em></p><p><em></em></p><p><em>All this occurs in the moments it takes to carefully move forward as far as the Ring of Blood. As he steps through the rubble, Jendi's hands form a cat's cradle of prismatic strands of beguiling light, which he thrusts at the two closest wraiths. Their attempt to escape the strands is an abject failure, and they dissolve into dust motes of purples, blues, and pale greens.</em></p><p><em></em></p><p><em>The young warlock's thrusting hand ends with an accusatory finger pointed at another wraith beyond the ones destroyed, and Jendi whispers a promise of its subsequent destruction.</em></p><p></p><p>Move Action: 5 squares (2 DT) to H6, Triggers Shadow Walk Concealment</p><p></p><p>Standard Action: Beguiling Strands (Enc) CBL 5: ATK vs. M(K7): r12 +3 =15 vs. 12 Will/Hit; ATK vs. M(I9): r16 +3 =19 vs. 12 Will/Hit; both minions KILLED.</p><p></p><p>Minor Action: Warlock's Curse on M(N9)</p><p></p><p>CURRENT LOCATION: H6</p><p>DAMAGE TO ENEMIES: 3 to M(I9) & M(K7): both KILLED</p><p>CONDITIONS TO ENEMIES: M(N9) Cursed by J</p><p>CURRENT HP: 26/26</p><p>CURRENT DE/BUFFS: Concealment UEoJNT (SW)</p><p>SURGES/ACTION POINTS: 3/8; 0 APs available</p><p></p><p>[HR][/HR]</p><p><em>The Wight hisses a command at <strong>THE ZOMBIE</strong> that is half cat spit, half death rattle: "Kill the intruders!" The shuffling corpse crosses through the necrotic field as if it's nothing--indeed, to its lifeless form, the field is no impediment at all--and slowly, one leg dragging before the other, crosses the nave, arms reflexively twitching in a grabbing motion, as if in preview of its victim's fate.</em></p><p></p><p>Move: 4 squares O16 to N12</p><p></p><p>Move: 4 squares N12 to M8 (behind Pillar, possible Cover)</p><p></p><p>LOCATION: M8</p><p>DAMAGE TO ENEMIES: na</p><p>CONDITIONS TO ENEMIES: na</p><p>CURRENT HP: 33/33</p><p>CURRENT DE/BUFFS: possible Cover</p><p></p><p>[HR][/HR]</p><p><em><strong>NEMO </strong>is only slightly uneasy putting his whole trust in the witch so that she can lead him down a passage in complete darkness. He understood the plan but actually being in that chill and utter lack of any light is a sensation strangely solid and rather terrifying.</em></p><p><em></em></p><p><em>It is with some relief, therefore, that he rests his hand for a moment on the door before them after she has released his fingers. He gulps a breath or two of air - panic, anticipation, a return to self in the physical touch of the wood - all of these are combined in a weird symphony of emotions.</em></p><p><em></em></p><p><em>At her slight nudge, the young halfling easily opens the door into a room brightly lit with an eerie blueness. He glimpses the shuffling zombie heading to the right and instinctively moves in the opposite direction... and straight toward a shadowy, blurry ... elf? </em></p><p><em></em></p><p><em>Once again, his street-taught instincts stand him in good stead: he quickly ducks under the wispy arm snatching at him, slicing his dagger into and up through it. As his arm and blade move through the creature, it evaporates into ... well, wisps ... leaving behind a cold dread.</em></p><p><em></em></p><p><em>Nemo takes another look around: at the strangely lit pillars, at the skeletal figure calling out orders to its company, at the river of blood circling everything, at more of these dark shadows lurking about, at the altar in the far end of this chamber and its tortured occupant. Perhaps the cold dread he is feeling is from the crypt itself.</em></p><p></p><p>Minor Action: Open Door in H15: Strength check r14 +1 = 15 vs. 8 DC/Success</p><p></p><p>Move Action: 3 squares to J14</p><p></p><p>Standard Action: Acrobatic Strike vs. M(I15): r17 +9 +2 CA (Cunning Stalker) = 28 vs. 13 AC/Hit: <strong>M(I15) KILLED</strong></p><p></p><p>CURRENT LOCATION: J15</p><p>DAMAGE TO ENEMIES: <strong>M(I15) KILLED</strong></p><p>CONDITIONS TO ENEMIES: na</p><p>CURRENT HP: 22/24</p><p>CURRENT DE/BUFFS: na</p><p>SURGES/ACTION POINTS: 4/7; 1 AP available</p><p></p><p>[HR][/HR]</p><p><em>Though the defiled space is brightly lit by the unwholesome energies of its protective wards, the remaining <strong>WISP WRAITHS</strong> seem almost to devour the light around them as they circle and flit about the chamber. One flits across the center and through a pulsing pillar, reaching out to Nemo with its shadow caress, but the nimble Halfling is too quick for its embrace and ducks. Another materializes through the door, reaching for Mylistra, but the Stygian Elf backs away reflexively to avoid its chill touch. The young warlock is not so lucky, for in a burst of speed befitting its form, untethered by gravity, the final Wisp Wraith wraps Jendi in its shadowy arms, sending a deep and numbling chill across his body.</em></p><p></p><p>Wisp Wraith 1 (N9)</p><p></p><p>Standard: Charge 6 phasing, passes through door, N9 to H11. Shadow Caress vs M, r3+4+1=8 vs 13 Reflex. Miss.</p><p></p><p>Wisp Wraith 2 (O14)</p><p></p><p>Standard: Charge 6 phasing, passes through pillar, N9 to K15; Shadow Caress vs N, r10+4+1=15 vs 17 Reflex. Miss.</p><p></p><p>Wisp Wraith 3 (U7)</p><p></p><p>Move: Fly 6 squares phasing U7 to O6</p><p></p><p>Standard: Charge 6 squares O6 to I5, Shadow Caress vs J, r19+4+1-2=22 vs 14 Reflex. Hit. 4 necrotic damage to J and J slowed UEoWWNT.</p><p></p><p>LOCATION: H11, K15, I5</p><p>DAMAGE TO ENEMIES: 4 necrotic to J</p><p>CONDITIONS TO ENEMIES: J Slowed UEoWWNT</p><p>CURRENT DE/BUFFS: na</p><p></p><p>[HR][/HR]</p><p><em><strong>MYLISTRA </strong>may have been momentarily startled by the appearance of the wisp at her side, but she is not only able to avoid its touch but Sehanine gives her power to reduce it to a mere memory with a slash of her dagger.</em></p><p><em></em></p><p><em>Stepping cautiously toward her small partner, the witch surveys the battleground to assess their progress ... and take in the horror of their surroundings. There is a madness present that feels all too familiar to her and makes her skin itch with anxious energy.</em></p><p></p><p>Standard Action: Sehanine's Reprisal vs WW(H16): r9 +7 = 16 vs 13 AC/Hit, <strong>WW(H11) DESTROYED</strong>.</p><p></p><p>Move Action: 6 squares G11 to I16.</p><p></p><p>LOCATION: I16</p><p>DAMAGE TO ENEMIES: <strong>WW(H11) DESTROYED</strong></p><p>CONDITIONS TO ENEMIES: na</p><p>CURRENT HP: 24/24</p><p>CURRENT DE/BUFFS: na</p><p>SURGES/ACTION POINTS: 5/8; 1 AP available.</p><p></p><p>[HR][/HR]</p><p><em><strong>THE WIGHT</strong> emits a sound that might be a laugh but sounds far more like the scratching of claws against dried wood. "You think by banishing a few souls back to the Abyss that you can challenge the might of Orcus? The Lord of Undeath protects his chosen servants. And imbues them with power!" Its rasping voice reaches a crescendo as it thrusts out a clawed finger to point at Toriq, still lingering in the threshold of the narthex. A black bolt of necrotic energy slams into her chest, sending tendrils of pain throughout her body and rooting her to the spot, as if half-buried in her own grave.</em></p><p><em></em></p><p><em>The wight takes several step forward, raising its arms at its side in a gesture of triumph.</em></p><p></p><p>Standard: Grave Bolt R20 vs T, r9+6=15 vs 13 Reflex. Hit, r4+7=11 necrotic damage and T Immoblized (SE)</p><p></p><p>Move: 3 squares P12 to M9</p><p></p><p>LOCATION: M9</p><p>DAMAGE TO ENEMIES: 11 necrotic damage to T</p><p>CONDITIONS TO ENEMIES: T Immobilized (SE)</p><p>CURRENT HP: 48/48</p><p>CURRENT DE/BUFFS: Within necrotic force shield</p><p></p><p>[HR][/HR]</p><p></p><p><em>Being slammed by the wight sets something off within the warden, and <strong>TORIQ</strong> - head lowered and eyes fixed grimly on the animated mummified corpse - moves steadily toward it. At first she gingerly steps through the pieces of broken stone. Once free from the difficult terrain, she immediately picks up speed and leaps straight through the crackling blue field (ignoring the sizzle of pain as her arms are badly burned) and straight onward, landing next to her targeted foe.</em></p><p><em></em></p><p><em>As Toriq makes her landing, she puts all of the pain she has just received - both directly from the wight and from its protective forcefield, into her swing, nearly decapitating it. There may be no actual blood for a frenzied attack, but that seems to hold no bearing here, as the half-orc screams her frustration and pain into severing an arm and a leg from the undead creature. </em></p><p><em></em></p><p><em>Finally, her maddened energies wane, and she stands panting and ready for whatever will follow. She will show no fear as she stares into the empty eye sockets of the corpse, still somehow standing beside her; not to it, nor the zombie it commands.</em></p><p></p><p>Font of LIfe: make save vs. Immobilized: r15 = no longer immobilized</p><p></p><p>Move Action: 5 (2 DT) from E6 to G8</p><p></p><p>Minor Action: Hunter's Quarry on Deathlock Wight</p><p></p><p>Standard Action: Charge vs. DW: Movement including Jump as part of move action (Athletics check: r9 + 8 - 2 Shield = 15, Jump 2 squares over Blood Stream) ending in L9; [<strong>TRIGGERED ACTION</strong>: Necrotic Field: r4,3 +4 = 11 Damage to Toriq, Bloodied; <strong>TRIGGERS HALF-ORC RESILIENCE</strong> 5THP] ATK vs. DW: r10 + 7 + 1 Charge = 18 vs. 17 AC/Hit; Damage: r7 +4 + r6 HQ = 17 Damage</p><p></p><p>Free Action: Furious Assault (Enc): Trigger: Hit enemy with attack: + r8 = 25 Total Damage to <strong>DW, BLOODIED</strong></p><p></p><p>Free Action: Nature's Wrath on DW & on Zombie</p><p></p><p>AP: Wildblood Frenzy vs. DW x2: 1st: r19 +7 = 26 vs. 17 AC/Hit; Damage r8 + 7 = 15; 2nd: r3 +7 = 10 vs. 17 AC/Miss</p><p></p><p>LOCATION: L9</p><p>DAMAGE TO ENEMIES: 40 Damage to <strong>DW, BLOODIED</strong></p><p>CONDITIONS TO ENEMIES: DW & Z Marked by T</p><p>CURRENT HP: 7/30 5 THP</p><p>CURRENT DE/BUFFS: na</p><p>SURGES/ACTION POINTS: 5/10; 0 APs available</p><p></p><p>[HR][/HR]</p><p><strong><em>ROUND TWO</em></strong></p><p></p><p><em><strong>JENDI</strong>'s attention is so focused on the divine call from the angel on the far altar that he is blindsided by the dark shadow - so like and yet unlike his Lady's servants. It takes him a moment to shake off the chill causing his bones to ache, but the steel of his faith in his Queen fills his hand with black energies crackling not only with the necrotic power that he suspects will not harm this shadow but with a psychic overlay that will give nightmares even to such as this.</em></p><p><em></em></p><p><em>The powerful young warlock reaches his crackling hand up and slams it into and through the dark shadowy wraith and it disintegrates around his fist. His smile is short-lived, however, for the chill returns immediately to his bones, slowing his careful steps. The strange stream of thick red blood that he must cross into may also have something to do with his lack of speed: it is uncanny and very slippery. Then he looks up at the shuffling zombie and sneers a curse at it, announcing the Raven Queen's intentions to shorten its survival.</em></p><p><em></em></p><p><em>Yet despite everything, his attention never truly strays from that prostrate figure beyond all of this.</em></p><p></p><p>Standard Action: Hand of Blight vs. WW(I5): r9 +4 = 13 vs 11 Fort/Hit; Damage: Necrotic & Psychic; <strong>WW(I5) Destroyed</strong></p><p></p><p>Movement Action: Slowed: 2 squares (1 DT) from H6 to I7, into Stream of Blood: Acrobatics: r17 +1 = 18 vs 8 DC/does not slip:</p><p></p><p>Minor Action: Warlock's Curse on Zombie</p><p></p><p>CURRENT LOCATION: I7</p><p>DAMAGE TO ENEMIES: <strong>WW(I5) Destroyed</strong></p><p>CONDITIONS TO ENEMIES: Warlock's Curse on Zombie</p><p>CURRENT HP: 22/26</p><p>CURRENT DE/BUFFS: Concealment ends</p><p>SURGES/ACTION POINTS: 3/8; 0 APs available</p><p></p><p>[HR][/HR]</p><p>[ATTACH=full]342167[/ATTACH]</p><p>[HR][/HR]</p><p><em>Somewhere deep within <strong>THE GRASPING ZOMBIE</strong>, a hunger burns. A hunger to devour the life force near it. But also a hunger to claim again some faint remnant of its prior existence, retrieved in the act of defilement. To dream again, to feel joy and anger and abandonment, the full range of mortal emotions, even if just for a moment! Alas, its awkward position around the pillar from its prey prevents the zombie from experiencing any of this. For now.</em></p><p></p><p>Standard: Slam vs T, r3+6=9 vs 18 AC. Miss.</p><p></p><p>LOCATION: M8</p><p>DAMAGE TO ENEMIES: na</p><p>CONDITIONS TO ENEMIES: na</p><p>CURRENT HP: 33/33</p><p>CURRENT DE/BUFFS: Marked by T</p><p></p><p>[HR][/HR]</p><p><em>Taking a page out of the playbook of his new gang, <strong>NEMO </strong>focuses on the battle itself and not the weird foe he is facing now. Unfazed by the second wispy shadow attacking him immediately after his annihilation of the first, the young street fighter repeats his attack to much the same effect, before sprinting in the direction that he hears Jendi demand they all head.</em></p><p><em></em></p><p><em><Save the angel?> Nemo thinks to himself, as he deftly hops over the sickly, thick Stream of Blood: <What angel?> The figure on the altar does not appear to be particularly angelic to the halfling, although it ... she ... he? ... is surely not an ally of these non-living creatures they are fighting. But he trusts his friend, and in the direction of the altar he heads.</em></p><p></p><p>Standard Action: Acrobatic Strike vs. WW(K15): r12 + 9 + 2CA (CS) = 23 vs. 13 AC/Hit; <strong>WW(K15) DESTROYED</strong></p><p></p><p>Move Action: move 6 squares from K16 to Q16, including Jump over Stream of Blood (Athletics check: r6 +7 = 13 = 2 squares cleared, N16 & O16)</p><p></p><p>LOCATION: Q16</p><p>DAMAGE TO ENEMIES: <strong>WW(K15) DESTROYED</strong></p><p>CONDITIONS TO ENEMIES: na</p><p>CURRENT HP: 22/24</p><p>CURRENT DE/BUFFS: na</p><p>SURGES/ACTION POINTS: 4/7; 1 AP available</p><p></p><p>[HR][/HR]</p><p><em>As the final wisp wraith disintegrates, <strong>MYLISTRA </strong>shifts her attention back toward Toriq's scream of rage and pain. From this distance both her friend and her opponent look much the worse for wear, and the witch quickly steps forward to give aid and succor to the warden and her skirmish.</em></p><p><em></em></p><p><em>Mylistra first sends Sehanine's healing light to surround Toriq (a blue somehow warmer than the weird alien blue of this chamber's illumination). She watches with relief as burns lose their blisters and turn to days' old scabs. Then the witch sends her Glare of Defiance against their mummified enemy, but she cannot ... quite ... form her mark on her foe: the two blues compete for her focus, and she loses the moment.</em></p><p></p><p>Move Action: move 2 squares from I16 to J14</p><p></p><p>Minor Action: Healing Word on Toriq: CLB 5: Toriq spends HS (now at 4/10): r2 + 7 = 9 HP gained & +2ATK UEoMNT</p><p></p><p>Standard Action: Gaze of Defiance vs. DW: r6 +4 = 10 vs. 16 Will/Miss</p><p></p><p>AP: Gaze of Defiance vs. DW: r4 + 4 = 8 vs. 16 Will/Miss</p><p></p><p>LOCATION: J14</p><p>DAMAGE TO ENEMIES: na</p><p>CONDITIONS TO ENEMIES: na</p><p>CURRENT HP: 24/24</p><p>CURRENT DE/BUFFS: Toriq: +2 ATK UEoMNT</p><p>SURGES/ACTION POINTS: 4/7; 0 APs available</p><p></p><p>[HR][/HR]</p><p><em>The staggering blow Toriq delivered to the <strong>WIGHT </strong>certainly caught its attention. It may not feel pain as does a living creature, but its compromised right side--arm and leg nearly severed, held on by the tatters of sinew and whatever foul magick animates this figure--make clear how real is this threat to its continued existence.</em></p><p><em></em></p><p><em>Its empty eye sockets flare with a searing white light, and a palpable wave of dark promises for their souls' fate washes over Toriq and Jendi as they are assailed by the wight's lifestealing force and recoil in fear. Toriq's retreat punishes her with the necrotic energies of the field stretching between pillars once again, and Jendi finds himself amidst the rubble-strewn debris.</em></p><p><em></em></p><p><em>Content with its rebuff of your advance, the wight crosses the interior of the nave and menaces the young Halfling intruding in its sanctum.</em></p><p></p><p>Standard: Horrific Visage CBL 5 H-L/7-11, ATK vs T, r15+6=21 vs 14 Will. Hit. ATK vs J, r17+6-2 Cover=21 vs 15 Will. Hit. Damage=r4+5 psychic damage to T&J + push 3, T to I12 (Save to fall prone instead, r9, Fails), J to F7 (in DT, Save to fall prone instead, r2, Fails). T pushed through necrotic field, r2,4+4=10 necrotic damage to T.</p><p></p><p>Move: 6 squares M9 to Q15.</p><p></p><p>LOCATION: Q15, T in I12, J in F7</p><p>DAMAGE TO ENEMIES: 9 psychic damage to J&T, 10 necrotic damage to T</p><p>CONDITIONS TO ENEMIES: J in DT</p><p>CURRENT HP: 8/48</p><p>CURRENT DE/BUFFS: Marked by T UEoTNT</p><p></p><p>[HR][/HR]</p><p><em><strong>TORIQ</strong>'s hot fury turns ice cold and very, very focused as once again she feels her skin bubble with necrotic blisters. She stows her sword with speed and care. Equally carefully and quickly she takes out a javelin and - in the same motion - throws it at the blasted mummy.</em></p><p><em></em></p><p><em>The warden's aim is true and the javelin hits the wight in the center of its body mass, and she is slightly surprised at the result. Somehow Toriq hit the creature in the exact spot that would cause it to explode into dusty shards of bone and shreds of what once was cloth of much finery - now only wispy threads floating to the ground.</em></p><p><em></em></p><p><em>And then there is one. Toriq slowly turns her head toward the zombie and narrows her eyes.</em></p><p></p><p>Move Action: Stows sword</p><p></p><p>Minor Action: Retrieves javelin</p><p></p><p>Standard Action: RBA on DW: r14 +6 +2 BCL = 22 vs 17 AC/Hit; Damage: r6 +4 =10/<strong>DW KILLED</strong></p><p></p><p>LOCATION: I12</p><p>DAMAGE TO ENEMIES: 10 damage to <strong>DW/KILLED</strong></p><p>CONDITIONS TO ENEMIES: marking of DW & Z ends</p><p>CURRENT HP: 2/30</p><p>CURRENT DE/BUFFS: BCL UEoMNT</p><p>SURGES/ACTION POINTS: 4/10; 0 APs available</p><p></p><p>[HR][/HR]</p><p><strong><em>ROUND THREE</em></strong></p><p><strong><em>[ATTACH=full]342189[/ATTACH]</em></strong></p><p></p><p><em>Despite <strong>JENDI</strong>'s unsuccessful attempt to withstand the push backward which accompanied the pain of the Wight's final attack, there are definitely benefits to still being on his feet. He carefully makes his way forward and across the slippery Stream, ending up one step forward from his original position. So ... progress. </em></p><p><em></em></p><p><em>Unnecessarily he repeats his Lady's curse on the Zombie remaining on the field of battle (once again, small progress still feels ... progressive), while contemplating carefully his next move. The pull of the angel's call is strong, but Jendi does not survive to give aid, then all would be for nought.</em></p><p><em></em></p><p><em>His decision made, Jendi focuses his attention on a tile next the crackling wall and the Zombie. Shadowy tendrils reminiscent of the dark shadows that had hitherto been attacking them all begin to grow out of the design on the tile. This causes the warlock to smile darkly: the idea of a representation of one of Orcus's horns attacking one of Orcus's creations tickles him immensely. </em></p><p><em></em></p><p><em>These small tendrils grow into mighty tentacles, and they begin to grasp at the grasping zombie, piercing with corrosive cold energy. Both the tentacles the tendrils become and the cold they produce cause the limbs of the unliving being to slow considerably, and hopefully Jendi will thus be able to avoid an attack from the creature when it next shuffles forward.</em></p><p><em></em></p><p><em>"I'm coming," he says to the altar and its occupant.</em></p><p></p><p>Move Action: move 6 squares (2 DT), including through 1 square of Streeam of Blood (Acrobatics check: r16 +1 = 17 vs. DC12/Success), from F7 to J7; TRIGGERS: Shadow Walk Concealment</p><p></p><p>Standard Action: Shadow Tentacles (Enc) ABU 1 on N7: ATK vs Z: r13 +4 = 17 vs. 11 Ref/Hit; Damage: r7 +4 + r5 WC = 16 Cold Damage to Z & Z is Slowed UEoJNT</p><p></p><p>LOCATION: J7</p><p>DAMAGE TO ENEMIES: 16 cold damage to Z</p><p>CONDITIONS TO ENEMIES: Z Slowed UEoJNT</p><p>CURRENT HP: 13/26 BLOODIED</p><p>CURRENT DE/BUFFS: Concealment from Shadow Walk</p><p>SURGES/ACTION POINTS: 3/8; 0 APs available</p><p></p><p>[HR][/HR]</p><p><em><strong>THE ZOMBIE</strong> shuffles around the corner of the pillar to investigate the source of this cold and movement-impairing assault. Seeing the young warlock directly ahead, it charges, slamming its body full on into Jendi, leaving the warlock of The Raven Queen reeling, on the brink of unconsciousness. This close to a living being, the hunger comes for the zombie once again...</em></p><p></p><p>Move: 1 square M8 to M7</p><p></p><p>Standard: Charge 2 squares M7 to K7, Slam vs J, r11+6+1-2 Concealment=16 vs 15 AC. Hit, r9+3=12 damage</p><p></p><p>LOCATION: K7</p><p>DAMAGE TO ENEMIES: 12 to J</p><p>CONDITIONS TO ENEMIES: na</p><p>CURRENT HP: 17/33</p><p>CURRENT DE/BUFFS: Cursed, Slowed UEoJNT</p><p></p><p>[HR][/HR]</p><p><em><strong>NEMO </strong>thinks to himself anxiously, <this wasn't the plan!> He was not meant to be the one here, about to tell off a God of Death! Then, he suddenly thinks of his favorite cousin, of Beppa, tiny but mighty, languishing in prison, but surely still as resilient as ever. And if he does not succeed here, or at least help them all to succeed here, how will he ever see her and her abundance of hope and energy and love again?</em></p><p><em></em></p><p><em>The stalwart young and very small halfling stares at the markings on the tiled floor: is this where his diatribe should be directed? Then, with all the strength and intimidation he can muster within himself, Nemo calls out to Orcus, in a strong if high-pitched voice, "YOU WILL NOT SUCCEED, YOU PERVERSE GOD OF UNDEATH: YOU ARE NOTHING AND WE WILL SUCCEED!"</em></p><p><em></em></p><p><em>A tremor seems to shudder through the crypt, causing the crackling blue energies to stutter for a moment before returning to their full and very eerie illumination. Nemo nods his head once in naive satisfaction.</em></p><p><em></em></p><p><em>Then, the halfling gives a glance over to his elfling friend and decides quickly that the angel can wait a moment longer. He first needs to help rescue Jendi. He retraces his steps over the Stream of Blood, throws one of his daggers with a sly flourish, and manages to actually hit the zombie, despite the range. </em></p><p><em></em></p><p><em>Beppa is right (as usual): the small can be mighty! But only if they have the courage to act!!</em></p><p></p><p>Standard Action: Rebuke Orcus: Primary Skill Intimidate check: r12 + 2 = 14 vs. 12 DC, 1 of 4 Successes, 0 Failures</p><p></p><p>Move Action: 6 Squares (including jump over Stream of Blood: Athletics check: r3 + 7 =10 = 2 squares cleared): from Q16 to K16</p><p></p><p>AP: Sly Flourish vs. Z: Ranged 5/10: r13 +9 -2 Range = 20 vs. 13 AC/Hit; Damage: r4 +7 = 11 Damage</p><p></p><p>LOCATION: K16</p><p>DAMAGE TO ENEMIES: 11 Damage to Z</p><p>CONDITIONS TO ENEMIES: na</p><p>CURRENT HP: 22/24</p><p>CURRENT DE/BUFFS: 1 out of 4 Successes, no Failures in SC</p><p>SURGES/ACTION POINTS: 4/7; 1 AP available</p><p></p><p>[HR][/HR]</p><p><em>Having heard Jendi's plea earlier, <strong>MYLISTRA </strong>fights her instincts to protect and heal her friends and turns to focus her attention and insight on the far altar and the necrotic defenses surrounding it. As she stares, she thinks she sees Sehanine's silvery blue highlight some points of weakness that Orcus's priest, as arrogant as the Demon Lord himself, has missed. </em></p><p><em></em></p><p><em>Mylistra feels Sehanine's satisfaction: the Lord of Undeath is not as wise and all-knowing as he thinks he is, nor as all-powerful. In fact, the witch realizes, through her Goddess's own imparted knowledge, it must not be chance that has brought their tiny new friend into their company: his skill and precision are exactly what is needed to penetrate the wards of the altar. </em></p><p><em></em></p><p><em>Young Nemo will be able to circumvent them because whoever created them never expected any but what they consider to be mighty warriors to get this far. Clearly they never heard the legend of how a halfling brought down a Frost Giant with only a stone and a sling. </em></p><p><em></em></p><p><em>We may be able to succeed yet, Mylistra acknowledges. She rushes forward toward the altar, resolutely not looking back at the sounds of battle behind her.</em></p><p></p><p>Minor Action: Secondary Skill Insight check: +9 = Autosuccess, giving a +2 bonus to Primary Skill check</p><p></p><p>Standard Action: Discern Weakness: Primary Skill Religion check: r14 + 5 + 2 SS bonus = 21 vs 12 DC, 2 of 4 Successes, 0 Failures</p><p></p><p>Move Action: Move 5 squares: from J14 to N16</p><p></p><p>LOCATION: N16</p><p>DAMAGE TO ENEMIES: na</p><p>CONDITIONS TO ENEMIES: na</p><p>CURRENT HP: 24/24</p><p>CURRENT DE/BUFFS: 2 out of 4 Successes, no Failures in SC</p><p>SURGES/ACTION POINTS: 4/7; 0 APs available</p><p></p><p>[HR][/HR]</p><p><em>Grimly, TORIQ is well aware that if she and her brother do not quickly take care of this zombie, it will soon be taking care of them, and then there will be no help for the winged creature on the altar. Happily, their other combatants have been taken care of, so the two of them can work on taking this shambling creature down while their companions take care of the angel, as they seem to be doing.</em></p><p><em></em></p><p><em>All this goes through the halforc's mind as she returns from where she was pushed earlier, one javelin lighter, her leap not quite so spritely but definitely serviceable: she did not fall, all that is important right now, besides hitting this damned thing and DOING SOME DAMAGE!!! </em></p><p><em></em></p><p><em>Perhaps her momentary distracton puts less force into her slice, or maybe the zombie's self-preservation instincts cause it to turn with her blow, but despite the severity of the various blows, punches, and shoves she and Jendi have given this thing so far, it still (barely) stands.</em></p><p><em></em></p><p><em>"Jendi, finish the blasted poxmarked dolthead off!!"</em></p><p></p><p>Move Action: 4 squares (including jump over Stream of Blood: Athletics check: r3 + 8 -2 Shield= 9 = 1 square cleared): from I12 to K8</p><p></p><p>Free Action: Nature's Wrath on Z</p><p></p><p>Standard Action: Weight of Earth vs. Z: r10 +7 = 17 vs. 13 AC/Hit; Damage r1 +4 = 5</p><p></p><p>LOCATION: K8</p><p>DAMAGE TO ENEMIES: 5 to Z</p><p>CONDITIONS TO ENEMIES: Z Slowed UEoTNT, Marked by T UEoTNT</p><p>CURRENT HP: 2/30</p><p>CURRENT DE/BUFFS: na</p><p>SURGES/ACTIONS POINTS: 4/10; 0 APs available</p><p></p><p>[HR][/HR]</p><p><strong><em>ROUND FOUR</em></strong></p><p></p><p><em><strong>JENDI </strong>allows himself a fleeting glance toward the altar before shifting around the zombie, going in for the kill (please, Goddess!!). To finally accomplish the ending of the zombie, the warlock goes back to his most basic attack, nothing fancy, just a lovely, cathartic thwack of his staff, and the zombie crumbles into its component parts.</em></p><p></p><p>Move Action: Shift 1 Square from J7 to K6 (flanking with Toriq)</p><p></p><p>Standard Action: Eldritch Strike vs. Z: r14 + 6 + 2CA = 22 vs. 13 AC/Hit; Damage: r5 + 4 = 9. <strong>TRIGGERS</strong>: Deathless Hunger ✦ Encounter. Trigger: The zombie is reduced to 0 hit points, but not by a critical hit. Effect (No Action): Roll a d20. On a 15 or higher, the zombie is instead reduced to 1 hit point. r7. <strong>Z KILLED</strong></p><p></p><p>LOCATION: K6</p><p>DAMAGE TO ENEMIES: 9 Damage to <strong>Z/KILLED</strong></p><p>CONDITINOS TO ENEMIES; na</p><p>CURRENT HP: 1/26</p><p>CURRENT DE/BUFFS: Shadow Walk Concealment ends</p><p>SURGES/ACTION POINTS: 3/8; 0 APs available</p><p></p><p>[HR][/HR]</p><p><em>As one, <strong>NEMO </strong>and <strong>MYLISTRA </strong>race toward the altar, the witch carefully navigating the slippery blood, the tiny halfling leaping over her and the stream, landing several tiles ahead of her. By the time she reaches him, Nemo is already taking out his thieving tools.</em></p><p></p><p>NEMO:</p><p>Double Move Action: move 12 squares (including jump over Stream of Blood: Athletics Check r20 + 7 = 27/5 squares cleared: N16 through R16): from K16 to U13</p><p></p><p>Minor Action: take out thieves' tools</p><p></p><p>LOCATION: U13</p><p>CURRENT HP: 22/24</p><p>SURGES/ACTION POINTS: 4/7; 1 AP available</p><p> </p><p>MYLISTRA:</p><p>Double Move Action: move 11 squares (including 1 DT/through Stream of Blood: Acrobatics check r14 +3 = 17 vs 12 DC/Success): from N16 to U11</p><p></p><p>LOCATION: U11</p><p>CURRENT: 24/24</p><p>SURGES/ACTION POINTS: 4/7; 0 APs available</p><p></p><p>[HR][/HR]</p><p><em>The siblings take a brief moment to stare at each other, panting in exhaustion, before turning without any words to head, stumbling, toward the altar. <strong>TORIQ's </strong>hand keeps <strong>JENDI </strong>from falling as he trips over rubble and cracks in the tiled floor. </em></p><p><em></em></p><p><em>When they arrive at the altar's dais, they find their two companions there before them, preparing to take down the wards.</em></p><p></p><p>Double Move Actions: TORIQ from K8 to U9 & JENDI from K6 to U10</p><p></p><p><strong>THIS TAKES US FROM END OF ROUND FOUR (Toriq's Move) TO BEGINNING OF ROUND FIVE (Jendi's Move)</strong></p><p></p><p>[HR][/HR]</p><p><em><strong>NEMO </strong>listens to <strong>MYLISTRA </strong>as she talks him through the insights she received from her Goddess, the witch pointing here and there, but generally giving him verbal encouragement. As he penetrates the necrotic wards, sending a harmless frisson of energy through them both and causing a shower of dust particles to lightly coat them, they both sprint up the stairs to the supine creature.</em></p><p><em></em></p><p><em>Mylistra examines the blade holding the angel down before carefully ... gingerly ... placing her hand on the blade. She closes her eyes briefly and murmurs of prayer to Sehanine for the wisdom to know how best to remove it.</em></p><p><em></em></p><p><em>Opening her eyes, she uses her other hand to help guide the blade out of the membranes of the wing it impales, wincing as she does so, trying not to do more damage. Nemo watches, astonished, as an exquisite silvery blue light surrounds the witch and enters into the wounds, knitting back together those torn membranes, the visible bruises, the cuts, everything.</em></p><p><em></em></p><p><em>Then, there is a flash of shadowy energy that is somehow also painfully bright blasts throughout the chamber, piercing into and out of each of them with powerful healing energy. When Nemo opens his eyes, he notices that his lingering scrapes are gone, and, looking over at Toriq and Jendi slowly ascending the steps to join them, they no longer look quite so close to dying.</em></p><p><em></em></p><p><em>In fact, the young warlock looks almost ecstatic, staring at the figure struggling to sit up. He hurries to altar to help. "We saved them," he says in reverence.</em></p><p></p><p><strong>NEMO:</strong></p><p>Move Action: Penetrate the Wards: Primary Skill Thievery check: r14 +12 +2 Tools = 28 vs. 12 DC, 3 Successes of 4</p><p></p><p>Move Action: 2 squares: from U13 to W13 (upstairs to the dais)</p><p></p><p><strong>MYLISTRA</strong>:</p><p>Move Action: 2 squares from U11 to W11</p><p></p><p>Standard Action: Remove the Blade: Primary Skill Heal check: r10 +9 = 19 vs 12 DC, 4 Successes of 4</p><p></p><p>Minor Action: Healing Word on Toriq: r1 + 7 (T's HS) = 8 HP</p><p></p><p>* * *</p><p></p><p>Healing from Skill Challenge Success Condition: 3d6 +3 to all: r6,1,3 +3 = 13 HP to all living creatures</p><p></p><p>Toriq: 2/30 Current HP + 13 = 15; HW from M: + 8 = 23/30</p><p></p><p>Jendi: 1/26 Current HP + 13 = 14/26</p><p></p><p>Nemo: 22/24 Current HP + 13 = 24/24</p></blockquote><p></p>
[QUOTE="darkbard, post: 9228818, member: 1282"] [B]Altar of Sacrifice (EL4, L+3, XP 700)[/B] [I]The descent into the crevasse empties you into a series of collapsing narthex chambers to a place that once must have been unbearably beautiful, the Vault of the Heavens arrayed on the ceiling in magnificent sparkling mosaic. But now this is a place of palpably profound malevolence. True evil that makes your hair stand on end. But also a place of profound power. Something beckoning from the deep. The most prominent feature is a raised dais and altar at the far end of a domed nave, upon which an androgynous winged being is stapled to the altar’s surface with a long blade. The figure seems unconscious but in tremendous agony. From it pours blood that gushes in two streams that spill down the altar steps and across the nave with the horribly inscribed carving of Orcus’s demonic visage before dripping down the gaping maw into whatever space lies below. In the center of the chamber, amid pillars arcing necrotic energy between them, is a leathery, mummified figure with eyes that glow like white-hot embers, its hands ending in deadly claws, and its teeth sharp and jagged like needles. A shuffling humanoid corpse--too decomposed to be sure if it’s elf or human, halforc or some similar race--groans ominously in the north section, and a half dozen whisps of shadow flit around the room. “Who dares intrude upon our service to the Lord of Undeath?” demands the mummified figure.[/I] Place your PCs anywhere in the left antechambers, even within squares of Rubble or Collapsed Doors if you choose, but no more than six squares between farthest PCs. These squares are either dimly lit or total darkness (see Illumination), but you can choose to deploy equipment to change that from the outset of the encounter (no action expenditure required to start this way, though at least one PC must have a free hand to wield a light source). There are no doors leading left of column A (nor chamber beyond) even though so depicted on the map; this space is solid stone wall. Roll Initiative and any Monster Knowledge checks you would like to make (Religion is most appropriate here, but I can see Arcana or History being alternatives, the latter for the wight.) [B]Dimensions[/B] The ceiling along the periphery of the chamber is 2 squares high. The central nave area (H-Y/5-18) is 4 squares high. [B]Illumination[/B] Squares within 5 of a pillar are brightly lit. Beyond that radius is dim lighting to 10 squares (possible concealment). Beyond that is darkness (possible total concealment). [B]Rubble[/B] These squares of collapsed stone are difficult terrain. [B]Doors[/B] These heavy reinforced doors require a Minor action and a successful Strength check DC 8 to open. They remain open unless closed again with another Minor action. A creature with both hands free (ie, no shield, weapons, or held implements) can choose to open/close both doors with a single action. [B]Collapsed Doors[/B] These battered remnants are difficult terrain and can be stunted with. [B]The Maw[/B] Squares within the dark red square outline drop 6 squares to the chamber below (3d10 falling damage). A creature may make a saving throw to drop prone in the previous square before being force-moved over the edge. [B]Altar[/B] This raised platform, adorned with lifesized plate armor in the shape of Orcus and sacrificial slab, and its surrounding steps are protected by a field of energy that forbids crossing by living creatures. Stapled to the altar with a long sacrificial blade, unconscious but in obvious terrible agony, is a winged angel, androgynous in its chiseled form. See the Skill Challenge below. [B]Necrotic Pillars[/B] These four crystal pillars reach floor to ceiling and are blocking terrain. Each emits light equivalent to a torch (5 square radius) while it is functional. A shimmering field of necrotic energy stretches between each pillar (necrotic energy field). If a pillar is deactivated, this also causes its light to be extinguished (though not the light of any other pillar). [SPOILER]Necrotic Energy Field Level 1 Hazard Object XP 100 Detect - Initiative - Immune attacks Triggered Actions Effect (necrotic) ✦ At-Will Trigger: A living creature moves between the two pillars. Effect (No Action): The triggering creature takes 2d4 + 4 necrotic damage. Countermeasures ✦ Deactivate: Thievery DC 19 (standard action; must be adjacent). Success: The energy field ceases to function between this pillar and one connected pillar. Failure (18 or less): The character takes 2d4 + 4 necrotic damage.[/SPOILER] [B]Blood Streams[/B] Two streams of blood pour down the sacrificial altar, across the floor, and down into the gaping maw below. All squares containing blood streams are an obstacle as below. [SPOILER]Blood Streams Level 1 Obstacle Hazard XP 100 Hazard: These streams of blood are difficult terrain. Detect – Triggered Actions The blood streams attack when a creature enters or begins its turn in one square of the blood. It also attacks when a creature stands up from prone in one of these squares. Attack Opportunity Action Melee Target: The triggering creature Attack: +5 vs. Reflex Hit: 1d6 damage and the target falls prone, ending that action. If the target is already prone, it cannot attempt to stand up from prone again this turn. It can still take the Crawl action. Countermeasures ✦ Acrobatics DC 8: With a successful check and a move action, a character can move into 1 square of blood without risk of falling. If the check fails or the character moves more than 1 square, the blood stream attacks. ✦ Acrobatics DC 12: With a successful check and a move action, a character can move at its normal speed across a blood stream without risk of falling. (The blood streams are still considered difficult terrain.) If the check fails or the character attempts to run or charge through blood streams, the blood stream attacks. ✦ Acrobatics DC 19: With a successful check, a character can run (move action) or charge (standard action) across blood streams without risk of falling. (The blood streams are still considered difficult terrain.) If the check fails, the blood stream attacks.[/SPOILER] [B]Skill Challenge: Free the Tortured Angel[/B] [SPOILER][B]Level 1, Complexity 1 SC [/B](100 XP). 1 Secondary Skill (Minor Action, Easy DC 8). 4 Primary Skill Successes (Moderate DC 12) before 3 Failures or End of Round 5 (whichever comes first). Discern Weakness and Rebuke Orcus can be attempted in either order but must precede Penetrate the Wards, which must, in turn, precede Remove the Blade. [B]Primary Skills:[/B] ✦ [B]Discern Weakness[/B]: Arcana, History, Perception, or Religion (standard action, no range limitation). ✦ [B]Rebuke Orcus[/B]: History, Intimidate, or Religion (standard action, range 5 from altar steps squares). ✦ [B]Penetrate the Wards:[/B] Arcana, Endurance, Religion, or Thievery (move action while adjacent to altar's steps squares). Successfully penetrating the wards deactivates the barrier to the altar. ✦ [B]Remove the Blade[/B]: Athletics, Endurance, or Heal (standard action, adjacent to altar squares). [B]SUCCESS[/B]: Removing the blade unleashes a wave of radiant energy across the entire level. All undead creatures suffer 3d6 +3 radiant damage, and all living creatures heal 3d6 +3 HP damage. The angel is freed from its torture, but it remains Stunned until the end of the encounter. After the encounter, the angel rewards its rescuer with a Divine Boon (player’s choice of either Sehanine’s Mark of the Dark Moon/The Raven Queen’s Shroud, with attendant implications for the fiction) (L3) before departing for the Astral Sea. [B]FAILURE[/B]: Attempting to free the angel cannot be attempted again before an extended rest. Orcus rebukes those who would interfere in sacrifice offered to him. PCs suffer -2 all defenses until the end of the encounter.[/SPOILER] [B]Creatures: [/B] Jendi makes a Monster Knowledge Religion check, r15+8=23. Exceeds Hard DC of 21 [B]Deathlock Wight (black)[/B] Level 3 Controller, HP 48; Bloodied 24; AC 17, Fortitude 14, Reflex 15, Will 16 [SPOILER]Medium natural humanoid (undead) XP 150 HP 48; Bloodied 24 Initiative +4 AC 17, Fortitude 14, Reflex 15, Will 16 Perception+1 Speed 6 Darkvision Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant Standard Actions (⚔) Claw (necrotic) ✦ At-Will Attack: Melee 1 (one creature); +8 vs. AC Hit: 1d6 necrotic damage, and the target loses a healing surge. ➶ Grave Bolt (necrotic) ✦ At-Will Attack: Ranged 20 (one creature); +6 vs. Reflex Hit: 1d6 + 7 necrotic damage, and the target is immobilized (save ends). ᗕ Horrific Visage (fear, psychic) ✦ Recharge ⚃ ⚄ ⚅ Attack: Close blast 5 (creatures in the blast); +6 vs. Will Hit: 1d6 + 5 psychic damage, and the wight pushes the target up to 3 squares. Minor Actions Reanimate (healing) ✦ Encounter Effect: Ranged 10 (one destroyed undead creature of level 6 or lower that is not a minion). The target regains hit points equal to one-half its bloodied value. It can stand up as a free action. Skills Arcana +9, Religion +9 Str 10 (+2) Dex 14 (+4) Wis 9 (+1) Con 14 (+4) Int 16 (+5) Cha 18 (+6) Alignment Evil Languages Common[/SPOILER] Jendi makes a Monster Knowledge Religion check, r7+8=15. Meets Moderate DC 15. [B]Grasping Zombie (white)[/B] Level 1 Brute, HP 33; Bloodied 16; AC 13, Fortitude 14, Reflex 11, Will 11 [SPOILER]Medium natural animate (undead); unaligned but ravenous Standard Actions (⚔) Slam ✦ At-Will Attack: Melee 1 (one creature); +6 vs. AC Hit: 1d12 + 3 damage, or 1d12 + 8 against a grabbed target. Triggered Actions Deathless Hunger ✦ Encounter Trigger: The zombie is reduced to 0 hit points, but not by a critical hit. Effect (No Action): Roll a d20. On a 15 or higher, the zombie is instead reduced to 1 hit point. [/SPOILER] Jendi makes a Monster Knowledge Religion check, r14+8=22. Exceeds Hard DC 19. [B]Wisp Wraith (gray)[/B] Level 1 Minion, HP 1; a missed attack never damages a minion. AC 13, Fortitude 11, Reflex 15, Will 12 [SPOILER]Medium shadow humanoid (undead) XP 25 HP 1; a missed attack never damages a minion. Initiative +3 AC 13, Fortitude 11, Reflex 15, Will 12 Perception+0 Speed fly 6 (hover); phasing Darkvision Immune disease, poison; Resist 10 necrotic, insubstantial; Vulnerable 5 radiant Standard Actions (⚔) Shadow Caress (necrotic) ✦ At-Will Attack: Melee 1 (one creature); +4 vs. Reflex Hit: 4 necrotic damage, and the target is slowed until the end of the wisp wraith's next turn. Move Actions Shadow Glide ✦ Encounter Effect: The wisp wraith shifts up to 6 squares. Skills Stealth +8 Str 3 (-4) Dex 17 (+3) Wis 10 (0) Con 13 (+1) Int 4 (-3) Cha 15 (+2) Alignment Chaotic evil Languages Common[/SPOILER] [ATTACH type="full" alt="1703645880814.png"]341796[/ATTACH] [B]Initiative:[/B] Jendi (blue), r19+1=20 Grasping Zombie (white), r15-1=14 Nemo (green), r8+5=13 Wisp Wraiths (gray), r10+3=13 Mylistra (purple), r6+3=9 Deathlock Wight (black), r3+4=7 Toriq (red), r1+1=2 [HR][/HR] [B][I]ROUND ONE [ATTACH type="full" alt="1703728476378.png"]341952[/ATTACH][/I][/B] [I]As soon as [B]JENDI [/B]enters the circle of the blueish light of the crypt, he can feel an underlying pull beyond the central motif of spectral minions and their master. The unconscious angel skewered and tortured on the altar at the far end of the chamber draws him forward with a yearning that feels familiar. For once he begins to strategize rather than act impulsively, an understanding growing in his bones that he must get there and give succor, but first he must Vanquish the Foe. Later, he will notice that he placed a certain unconscious import to the task at hand, including giving it a Name, but now the Raven Queen's young Knight goes forward into battle. All this occurs in the moments it takes to carefully move forward as far as the Ring of Blood. As he steps through the rubble, Jendi's hands form a cat's cradle of prismatic strands of beguiling light, which he thrusts at the two closest wraiths. Their attempt to escape the strands is an abject failure, and they dissolve into dust motes of purples, blues, and pale greens. The young warlock's thrusting hand ends with an accusatory finger pointed at another wraith beyond the ones destroyed, and Jendi whispers a promise of its subsequent destruction.[/I] Move Action: 5 squares (2 DT) to H6, Triggers Shadow Walk Concealment Standard Action: Beguiling Strands (Enc) CBL 5: ATK vs. M(K7): r12 +3 =15 vs. 12 Will/Hit; ATK vs. M(I9): r16 +3 =19 vs. 12 Will/Hit; both minions KILLED. Minor Action: Warlock's Curse on M(N9) CURRENT LOCATION: H6 DAMAGE TO ENEMIES: 3 to M(I9) & M(K7): both KILLED CONDITIONS TO ENEMIES: M(N9) Cursed by J CURRENT HP: 26/26 CURRENT DE/BUFFS: Concealment UEoJNT (SW) SURGES/ACTION POINTS: 3/8; 0 APs available [HR][/HR] [I]The Wight hisses a command at [B]THE ZOMBIE[/B] that is half cat spit, half death rattle: "Kill the intruders!" The shuffling corpse crosses through the necrotic field as if it's nothing--indeed, to its lifeless form, the field is no impediment at all--and slowly, one leg dragging before the other, crosses the nave, arms reflexively twitching in a grabbing motion, as if in preview of its victim's fate.[/I] Move: 4 squares O16 to N12 Move: 4 squares N12 to M8 (behind Pillar, possible Cover) LOCATION: M8 DAMAGE TO ENEMIES: na CONDITIONS TO ENEMIES: na CURRENT HP: 33/33 CURRENT DE/BUFFS: possible Cover [HR][/HR] [I][B]NEMO [/B]is only slightly uneasy putting his whole trust in the witch so that she can lead him down a passage in complete darkness. He understood the plan but actually being in that chill and utter lack of any light is a sensation strangely solid and rather terrifying. It is with some relief, therefore, that he rests his hand for a moment on the door before them after she has released his fingers. He gulps a breath or two of air - panic, anticipation, a return to self in the physical touch of the wood - all of these are combined in a weird symphony of emotions. At her slight nudge, the young halfling easily opens the door into a room brightly lit with an eerie blueness. He glimpses the shuffling zombie heading to the right and instinctively moves in the opposite direction... and straight toward a shadowy, blurry ... elf? Once again, his street-taught instincts stand him in good stead: he quickly ducks under the wispy arm snatching at him, slicing his dagger into and up through it. As his arm and blade move through the creature, it evaporates into ... well, wisps ... leaving behind a cold dread. Nemo takes another look around: at the strangely lit pillars, at the skeletal figure calling out orders to its company, at the river of blood circling everything, at more of these dark shadows lurking about, at the altar in the far end of this chamber and its tortured occupant. Perhaps the cold dread he is feeling is from the crypt itself.[/I] Minor Action: Open Door in H15: Strength check r14 +1 = 15 vs. 8 DC/Success Move Action: 3 squares to J14 Standard Action: Acrobatic Strike vs. M(I15): r17 +9 +2 CA (Cunning Stalker) = 28 vs. 13 AC/Hit: [B]M(I15) KILLED[/B] CURRENT LOCATION: J15 DAMAGE TO ENEMIES: [B]M(I15) KILLED[/B] CONDITIONS TO ENEMIES: na CURRENT HP: 22/24 CURRENT DE/BUFFS: na SURGES/ACTION POINTS: 4/7; 1 AP available [HR][/HR] [I]Though the defiled space is brightly lit by the unwholesome energies of its protective wards, the remaining [B]WISP WRAITHS[/B] seem almost to devour the light around them as they circle and flit about the chamber. One flits across the center and through a pulsing pillar, reaching out to Nemo with its shadow caress, but the nimble Halfling is too quick for its embrace and ducks. Another materializes through the door, reaching for Mylistra, but the Stygian Elf backs away reflexively to avoid its chill touch. The young warlock is not so lucky, for in a burst of speed befitting its form, untethered by gravity, the final Wisp Wraith wraps Jendi in its shadowy arms, sending a deep and numbling chill across his body.[/I] Wisp Wraith 1 (N9) Standard: Charge 6 phasing, passes through door, N9 to H11. Shadow Caress vs M, r3+4+1=8 vs 13 Reflex. Miss. Wisp Wraith 2 (O14) Standard: Charge 6 phasing, passes through pillar, N9 to K15; Shadow Caress vs N, r10+4+1=15 vs 17 Reflex. Miss. Wisp Wraith 3 (U7) Move: Fly 6 squares phasing U7 to O6 Standard: Charge 6 squares O6 to I5, Shadow Caress vs J, r19+4+1-2=22 vs 14 Reflex. Hit. 4 necrotic damage to J and J slowed UEoWWNT. LOCATION: H11, K15, I5 DAMAGE TO ENEMIES: 4 necrotic to J CONDITIONS TO ENEMIES: J Slowed UEoWWNT CURRENT DE/BUFFS: na [HR][/HR] [I][B]MYLISTRA [/B]may have been momentarily startled by the appearance of the wisp at her side, but she is not only able to avoid its touch but Sehanine gives her power to reduce it to a mere memory with a slash of her dagger. Stepping cautiously toward her small partner, the witch surveys the battleground to assess their progress ... and take in the horror of their surroundings. There is a madness present that feels all too familiar to her and makes her skin itch with anxious energy.[/I] Standard Action: Sehanine's Reprisal vs WW(H16): r9 +7 = 16 vs 13 AC/Hit, [B]WW(H11) DESTROYED[/B]. Move Action: 6 squares G11 to I16. LOCATION: I16 DAMAGE TO ENEMIES: [B]WW(H11) DESTROYED[/B] CONDITIONS TO ENEMIES: na CURRENT HP: 24/24 CURRENT DE/BUFFS: na SURGES/ACTION POINTS: 5/8; 1 AP available. [HR][/HR] [I][B]THE WIGHT[/B] emits a sound that might be a laugh but sounds far more like the scratching of claws against dried wood. "You think by banishing a few souls back to the Abyss that you can challenge the might of Orcus? The Lord of Undeath protects his chosen servants. And imbues them with power!" Its rasping voice reaches a crescendo as it thrusts out a clawed finger to point at Toriq, still lingering in the threshold of the narthex. A black bolt of necrotic energy slams into her chest, sending tendrils of pain throughout her body and rooting her to the spot, as if half-buried in her own grave. The wight takes several step forward, raising its arms at its side in a gesture of triumph.[/I] Standard: Grave Bolt R20 vs T, r9+6=15 vs 13 Reflex. Hit, r4+7=11 necrotic damage and T Immoblized (SE) Move: 3 squares P12 to M9 LOCATION: M9 DAMAGE TO ENEMIES: 11 necrotic damage to T CONDITIONS TO ENEMIES: T Immobilized (SE) CURRENT HP: 48/48 CURRENT DE/BUFFS: Within necrotic force shield [HR][/HR] [I]Being slammed by the wight sets something off within the warden, and [B]TORIQ[/B] - head lowered and eyes fixed grimly on the animated mummified corpse - moves steadily toward it. At first she gingerly steps through the pieces of broken stone. Once free from the difficult terrain, she immediately picks up speed and leaps straight through the crackling blue field (ignoring the sizzle of pain as her arms are badly burned) and straight onward, landing next to her targeted foe. As Toriq makes her landing, she puts all of the pain she has just received - both directly from the wight and from its protective forcefield, into her swing, nearly decapitating it. There may be no actual blood for a frenzied attack, but that seems to hold no bearing here, as the half-orc screams her frustration and pain into severing an arm and a leg from the undead creature. Finally, her maddened energies wane, and she stands panting and ready for whatever will follow. She will show no fear as she stares into the empty eye sockets of the corpse, still somehow standing beside her; not to it, nor the zombie it commands.[/I] Font of LIfe: make save vs. Immobilized: r15 = no longer immobilized Move Action: 5 (2 DT) from E6 to G8 Minor Action: Hunter's Quarry on Deathlock Wight Standard Action: Charge vs. DW: Movement including Jump as part of move action (Athletics check: r9 + 8 - 2 Shield = 15, Jump 2 squares over Blood Stream) ending in L9; [[B]TRIGGERED ACTION[/B]: Necrotic Field: r4,3 +4 = 11 Damage to Toriq, Bloodied; [B]TRIGGERS HALF-ORC RESILIENCE[/B] 5THP] ATK vs. DW: r10 + 7 + 1 Charge = 18 vs. 17 AC/Hit; Damage: r7 +4 + r6 HQ = 17 Damage Free Action: Furious Assault (Enc): Trigger: Hit enemy with attack: + r8 = 25 Total Damage to [B]DW, BLOODIED[/B] Free Action: Nature's Wrath on DW & on Zombie AP: Wildblood Frenzy vs. DW x2: 1st: r19 +7 = 26 vs. 17 AC/Hit; Damage r8 + 7 = 15; 2nd: r3 +7 = 10 vs. 17 AC/Miss LOCATION: L9 DAMAGE TO ENEMIES: 40 Damage to [B]DW, BLOODIED[/B] CONDITIONS TO ENEMIES: DW & Z Marked by T CURRENT HP: 7/30 5 THP CURRENT DE/BUFFS: na SURGES/ACTION POINTS: 5/10; 0 APs available [HR][/HR] [B][I]ROUND TWO[/I][/B] [I][B]JENDI[/B]'s attention is so focused on the divine call from the angel on the far altar that he is blindsided by the dark shadow - so like and yet unlike his Lady's servants. It takes him a moment to shake off the chill causing his bones to ache, but the steel of his faith in his Queen fills his hand with black energies crackling not only with the necrotic power that he suspects will not harm this shadow but with a psychic overlay that will give nightmares even to such as this. The powerful young warlock reaches his crackling hand up and slams it into and through the dark shadowy wraith and it disintegrates around his fist. His smile is short-lived, however, for the chill returns immediately to his bones, slowing his careful steps. The strange stream of thick red blood that he must cross into may also have something to do with his lack of speed: it is uncanny and very slippery. Then he looks up at the shuffling zombie and sneers a curse at it, announcing the Raven Queen's intentions to shorten its survival. Yet despite everything, his attention never truly strays from that prostrate figure beyond all of this.[/I] Standard Action: Hand of Blight vs. WW(I5): r9 +4 = 13 vs 11 Fort/Hit; Damage: Necrotic & Psychic; [B]WW(I5) Destroyed[/B] Movement Action: Slowed: 2 squares (1 DT) from H6 to I7, into Stream of Blood: Acrobatics: r17 +1 = 18 vs 8 DC/does not slip: Minor Action: Warlock's Curse on Zombie CURRENT LOCATION: I7 DAMAGE TO ENEMIES: [B]WW(I5) Destroyed[/B] CONDITIONS TO ENEMIES: Warlock's Curse on Zombie CURRENT HP: 22/26 CURRENT DE/BUFFS: Concealment ends SURGES/ACTION POINTS: 3/8; 0 APs available [HR][/HR] [ATTACH type="full" alt="1703993933488.png"]342167[/ATTACH] [HR][/HR] [I]Somewhere deep within [B]THE GRASPING ZOMBIE[/B], a hunger burns. A hunger to devour the life force near it. But also a hunger to claim again some faint remnant of its prior existence, retrieved in the act of defilement. To dream again, to feel joy and anger and abandonment, the full range of mortal emotions, even if just for a moment! Alas, its awkward position around the pillar from its prey prevents the zombie from experiencing any of this. For now.[/I] Standard: Slam vs T, r3+6=9 vs 18 AC. Miss. LOCATION: M8 DAMAGE TO ENEMIES: na CONDITIONS TO ENEMIES: na CURRENT HP: 33/33 CURRENT DE/BUFFS: Marked by T [HR][/HR] [I]Taking a page out of the playbook of his new gang, [B]NEMO [/B]focuses on the battle itself and not the weird foe he is facing now. Unfazed by the second wispy shadow attacking him immediately after his annihilation of the first, the young street fighter repeats his attack to much the same effect, before sprinting in the direction that he hears Jendi demand they all head. <Save the angel?> Nemo thinks to himself, as he deftly hops over the sickly, thick Stream of Blood: <What angel?> The figure on the altar does not appear to be particularly angelic to the halfling, although it ... she ... he? ... is surely not an ally of these non-living creatures they are fighting. But he trusts his friend, and in the direction of the altar he heads.[/I] Standard Action: Acrobatic Strike vs. WW(K15): r12 + 9 + 2CA (CS) = 23 vs. 13 AC/Hit; [B]WW(K15) DESTROYED[/B] Move Action: move 6 squares from K16 to Q16, including Jump over Stream of Blood (Athletics check: r6 +7 = 13 = 2 squares cleared, N16 & O16) LOCATION: Q16 DAMAGE TO ENEMIES: [B]WW(K15) DESTROYED[/B] CONDITIONS TO ENEMIES: na CURRENT HP: 22/24 CURRENT DE/BUFFS: na SURGES/ACTION POINTS: 4/7; 1 AP available [HR][/HR] [I]As the final wisp wraith disintegrates, [B]MYLISTRA [/B]shifts her attention back toward Toriq's scream of rage and pain. From this distance both her friend and her opponent look much the worse for wear, and the witch quickly steps forward to give aid and succor to the warden and her skirmish. Mylistra first sends Sehanine's healing light to surround Toriq (a blue somehow warmer than the weird alien blue of this chamber's illumination). She watches with relief as burns lose their blisters and turn to days' old scabs. Then the witch sends her Glare of Defiance against their mummified enemy, but she cannot ... quite ... form her mark on her foe: the two blues compete for her focus, and she loses the moment.[/I] Move Action: move 2 squares from I16 to J14 Minor Action: Healing Word on Toriq: CLB 5: Toriq spends HS (now at 4/10): r2 + 7 = 9 HP gained & +2ATK UEoMNT Standard Action: Gaze of Defiance vs. DW: r6 +4 = 10 vs. 16 Will/Miss AP: Gaze of Defiance vs. DW: r4 + 4 = 8 vs. 16 Will/Miss LOCATION: J14 DAMAGE TO ENEMIES: na CONDITIONS TO ENEMIES: na CURRENT HP: 24/24 CURRENT DE/BUFFS: Toriq: +2 ATK UEoMNT SURGES/ACTION POINTS: 4/7; 0 APs available [HR][/HR] [I]The staggering blow Toriq delivered to the [B]WIGHT [/B]certainly caught its attention. It may not feel pain as does a living creature, but its compromised right side--arm and leg nearly severed, held on by the tatters of sinew and whatever foul magick animates this figure--make clear how real is this threat to its continued existence. Its empty eye sockets flare with a searing white light, and a palpable wave of dark promises for their souls' fate washes over Toriq and Jendi as they are assailed by the wight's lifestealing force and recoil in fear. Toriq's retreat punishes her with the necrotic energies of the field stretching between pillars once again, and Jendi finds himself amidst the rubble-strewn debris. Content with its rebuff of your advance, the wight crosses the interior of the nave and menaces the young Halfling intruding in its sanctum.[/I] Standard: Horrific Visage CBL 5 H-L/7-11, ATK vs T, r15+6=21 vs 14 Will. Hit. ATK vs J, r17+6-2 Cover=21 vs 15 Will. Hit. Damage=r4+5 psychic damage to T&J + push 3, T to I12 (Save to fall prone instead, r9, Fails), J to F7 (in DT, Save to fall prone instead, r2, Fails). T pushed through necrotic field, r2,4+4=10 necrotic damage to T. Move: 6 squares M9 to Q15. LOCATION: Q15, T in I12, J in F7 DAMAGE TO ENEMIES: 9 psychic damage to J&T, 10 necrotic damage to T CONDITIONS TO ENEMIES: J in DT CURRENT HP: 8/48 CURRENT DE/BUFFS: Marked by T UEoTNT [HR][/HR] [I][B]TORIQ[/B]'s hot fury turns ice cold and very, very focused as once again she feels her skin bubble with necrotic blisters. She stows her sword with speed and care. Equally carefully and quickly she takes out a javelin and - in the same motion - throws it at the blasted mummy. The warden's aim is true and the javelin hits the wight in the center of its body mass, and she is slightly surprised at the result. Somehow Toriq hit the creature in the exact spot that would cause it to explode into dusty shards of bone and shreds of what once was cloth of much finery - now only wispy threads floating to the ground. And then there is one. Toriq slowly turns her head toward the zombie and narrows her eyes.[/I] Move Action: Stows sword Minor Action: Retrieves javelin Standard Action: RBA on DW: r14 +6 +2 BCL = 22 vs 17 AC/Hit; Damage: r6 +4 =10/[B]DW KILLED[/B] LOCATION: I12 DAMAGE TO ENEMIES: 10 damage to [B]DW/KILLED[/B] CONDITIONS TO ENEMIES: marking of DW & Z ends CURRENT HP: 2/30 CURRENT DE/BUFFS: BCL UEoMNT SURGES/ACTION POINTS: 4/10; 0 APs available [HR][/HR] [B][I]ROUND THREE [ATTACH type="full" alt="1704047008744.png"]342189[/ATTACH][/I][/B] [I]Despite [B]JENDI[/B]'s unsuccessful attempt to withstand the push backward which accompanied the pain of the Wight's final attack, there are definitely benefits to still being on his feet. He carefully makes his way forward and across the slippery Stream, ending up one step forward from his original position. So ... progress. Unnecessarily he repeats his Lady's curse on the Zombie remaining on the field of battle (once again, small progress still feels ... progressive), while contemplating carefully his next move. The pull of the angel's call is strong, but Jendi does not survive to give aid, then all would be for nought. His decision made, Jendi focuses his attention on a tile next the crackling wall and the Zombie. Shadowy tendrils reminiscent of the dark shadows that had hitherto been attacking them all begin to grow out of the design on the tile. This causes the warlock to smile darkly: the idea of a representation of one of Orcus's horns attacking one of Orcus's creations tickles him immensely. These small tendrils grow into mighty tentacles, and they begin to grasp at the grasping zombie, piercing with corrosive cold energy. Both the tentacles the tendrils become and the cold they produce cause the limbs of the unliving being to slow considerably, and hopefully Jendi will thus be able to avoid an attack from the creature when it next shuffles forward. "I'm coming," he says to the altar and its occupant.[/I] Move Action: move 6 squares (2 DT), including through 1 square of Streeam of Blood (Acrobatics check: r16 +1 = 17 vs. DC12/Success), from F7 to J7; TRIGGERS: Shadow Walk Concealment Standard Action: Shadow Tentacles (Enc) ABU 1 on N7: ATK vs Z: r13 +4 = 17 vs. 11 Ref/Hit; Damage: r7 +4 + r5 WC = 16 Cold Damage to Z & Z is Slowed UEoJNT LOCATION: J7 DAMAGE TO ENEMIES: 16 cold damage to Z CONDITIONS TO ENEMIES: Z Slowed UEoJNT CURRENT HP: 13/26 BLOODIED CURRENT DE/BUFFS: Concealment from Shadow Walk SURGES/ACTION POINTS: 3/8; 0 APs available [HR][/HR] [I][B]THE ZOMBIE[/B] shuffles around the corner of the pillar to investigate the source of this cold and movement-impairing assault. Seeing the young warlock directly ahead, it charges, slamming its body full on into Jendi, leaving the warlock of The Raven Queen reeling, on the brink of unconsciousness. This close to a living being, the hunger comes for the zombie once again...[/I] Move: 1 square M8 to M7 Standard: Charge 2 squares M7 to K7, Slam vs J, r11+6+1-2 Concealment=16 vs 15 AC. Hit, r9+3=12 damage LOCATION: K7 DAMAGE TO ENEMIES: 12 to J CONDITIONS TO ENEMIES: na CURRENT HP: 17/33 CURRENT DE/BUFFS: Cursed, Slowed UEoJNT [HR][/HR] [I][B]NEMO [/B]thinks to himself anxiously, <this wasn't the plan!> He was not meant to be the one here, about to tell off a God of Death! Then, he suddenly thinks of his favorite cousin, of Beppa, tiny but mighty, languishing in prison, but surely still as resilient as ever. And if he does not succeed here, or at least help them all to succeed here, how will he ever see her and her abundance of hope and energy and love again? The stalwart young and very small halfling stares at the markings on the tiled floor: is this where his diatribe should be directed? Then, with all the strength and intimidation he can muster within himself, Nemo calls out to Orcus, in a strong if high-pitched voice, "YOU WILL NOT SUCCEED, YOU PERVERSE GOD OF UNDEATH: YOU ARE NOTHING AND WE WILL SUCCEED!" A tremor seems to shudder through the crypt, causing the crackling blue energies to stutter for a moment before returning to their full and very eerie illumination. Nemo nods his head once in naive satisfaction. Then, the halfling gives a glance over to his elfling friend and decides quickly that the angel can wait a moment longer. He first needs to help rescue Jendi. He retraces his steps over the Stream of Blood, throws one of his daggers with a sly flourish, and manages to actually hit the zombie, despite the range. Beppa is right (as usual): the small can be mighty! But only if they have the courage to act!![/I] Standard Action: Rebuke Orcus: Primary Skill Intimidate check: r12 + 2 = 14 vs. 12 DC, 1 of 4 Successes, 0 Failures Move Action: 6 Squares (including jump over Stream of Blood: Athletics check: r3 + 7 =10 = 2 squares cleared): from Q16 to K16 AP: Sly Flourish vs. Z: Ranged 5/10: r13 +9 -2 Range = 20 vs. 13 AC/Hit; Damage: r4 +7 = 11 Damage LOCATION: K16 DAMAGE TO ENEMIES: 11 Damage to Z CONDITIONS TO ENEMIES: na CURRENT HP: 22/24 CURRENT DE/BUFFS: 1 out of 4 Successes, no Failures in SC SURGES/ACTION POINTS: 4/7; 1 AP available [HR][/HR] [I]Having heard Jendi's plea earlier, [B]MYLISTRA [/B]fights her instincts to protect and heal her friends and turns to focus her attention and insight on the far altar and the necrotic defenses surrounding it. As she stares, she thinks she sees Sehanine's silvery blue highlight some points of weakness that Orcus's priest, as arrogant as the Demon Lord himself, has missed. Mylistra feels Sehanine's satisfaction: the Lord of Undeath is not as wise and all-knowing as he thinks he is, nor as all-powerful. In fact, the witch realizes, through her Goddess's own imparted knowledge, it must not be chance that has brought their tiny new friend into their company: his skill and precision are exactly what is needed to penetrate the wards of the altar. Young Nemo will be able to circumvent them because whoever created them never expected any but what they consider to be mighty warriors to get this far. Clearly they never heard the legend of how a halfling brought down a Frost Giant with only a stone and a sling. We may be able to succeed yet, Mylistra acknowledges. She rushes forward toward the altar, resolutely not looking back at the sounds of battle behind her.[/I] Minor Action: Secondary Skill Insight check: +9 = Autosuccess, giving a +2 bonus to Primary Skill check Standard Action: Discern Weakness: Primary Skill Religion check: r14 + 5 + 2 SS bonus = 21 vs 12 DC, 2 of 4 Successes, 0 Failures Move Action: Move 5 squares: from J14 to N16 LOCATION: N16 DAMAGE TO ENEMIES: na CONDITIONS TO ENEMIES: na CURRENT HP: 24/24 CURRENT DE/BUFFS: 2 out of 4 Successes, no Failures in SC SURGES/ACTION POINTS: 4/7; 0 APs available [HR][/HR] [I]Grimly, TORIQ is well aware that if she and her brother do not quickly take care of this zombie, it will soon be taking care of them, and then there will be no help for the winged creature on the altar. Happily, their other combatants have been taken care of, so the two of them can work on taking this shambling creature down while their companions take care of the angel, as they seem to be doing. All this goes through the halforc's mind as she returns from where she was pushed earlier, one javelin lighter, her leap not quite so spritely but definitely serviceable: she did not fall, all that is important right now, besides hitting this damned thing and DOING SOME DAMAGE!!! Perhaps her momentary distracton puts less force into her slice, or maybe the zombie's self-preservation instincts cause it to turn with her blow, but despite the severity of the various blows, punches, and shoves she and Jendi have given this thing so far, it still (barely) stands. "Jendi, finish the blasted poxmarked dolthead off!!"[/I] Move Action: 4 squares (including jump over Stream of Blood: Athletics check: r3 + 8 -2 Shield= 9 = 1 square cleared): from I12 to K8 Free Action: Nature's Wrath on Z Standard Action: Weight of Earth vs. Z: r10 +7 = 17 vs. 13 AC/Hit; Damage r1 +4 = 5 LOCATION: K8 DAMAGE TO ENEMIES: 5 to Z CONDITIONS TO ENEMIES: Z Slowed UEoTNT, Marked by T UEoTNT CURRENT HP: 2/30 CURRENT DE/BUFFS: na SURGES/ACTIONS POINTS: 4/10; 0 APs available [HR][/HR] [B][I]ROUND FOUR[/I][/B] [I][B]JENDI [/B]allows himself a fleeting glance toward the altar before shifting around the zombie, going in for the kill (please, Goddess!!). To finally accomplish the ending of the zombie, the warlock goes back to his most basic attack, nothing fancy, just a lovely, cathartic thwack of his staff, and the zombie crumbles into its component parts.[/I] Move Action: Shift 1 Square from J7 to K6 (flanking with Toriq) Standard Action: Eldritch Strike vs. Z: r14 + 6 + 2CA = 22 vs. 13 AC/Hit; Damage: r5 + 4 = 9. [B]TRIGGERS[/B]: Deathless Hunger ✦ Encounter. Trigger: The zombie is reduced to 0 hit points, but not by a critical hit. Effect (No Action): Roll a d20. On a 15 or higher, the zombie is instead reduced to 1 hit point. r7. [B]Z KILLED[/B] LOCATION: K6 DAMAGE TO ENEMIES: 9 Damage to [B]Z/KILLED[/B] CONDITINOS TO ENEMIES; na CURRENT HP: 1/26 CURRENT DE/BUFFS: Shadow Walk Concealment ends SURGES/ACTION POINTS: 3/8; 0 APs available [HR][/HR] [I]As one, [B]NEMO [/B]and [B]MYLISTRA [/B]race toward the altar, the witch carefully navigating the slippery blood, the tiny halfling leaping over her and the stream, landing several tiles ahead of her. By the time she reaches him, Nemo is already taking out his thieving tools.[/I] NEMO: Double Move Action: move 12 squares (including jump over Stream of Blood: Athletics Check r20 + 7 = 27/5 squares cleared: N16 through R16): from K16 to U13 Minor Action: take out thieves' tools LOCATION: U13 CURRENT HP: 22/24 SURGES/ACTION POINTS: 4/7; 1 AP available MYLISTRA: Double Move Action: move 11 squares (including 1 DT/through Stream of Blood: Acrobatics check r14 +3 = 17 vs 12 DC/Success): from N16 to U11 LOCATION: U11 CURRENT: 24/24 SURGES/ACTION POINTS: 4/7; 0 APs available [HR][/HR] [I]The siblings take a brief moment to stare at each other, panting in exhaustion, before turning without any words to head, stumbling, toward the altar. [B]TORIQ's [/B]hand keeps [B]JENDI [/B]from falling as he trips over rubble and cracks in the tiled floor. When they arrive at the altar's dais, they find their two companions there before them, preparing to take down the wards.[/I] Double Move Actions: TORIQ from K8 to U9 & JENDI from K6 to U10 [B]THIS TAKES US FROM END OF ROUND FOUR (Toriq's Move) TO BEGINNING OF ROUND FIVE (Jendi's Move)[/B] [HR][/HR] [I][B]NEMO [/B]listens to [B]MYLISTRA [/B]as she talks him through the insights she received from her Goddess, the witch pointing here and there, but generally giving him verbal encouragement. As he penetrates the necrotic wards, sending a harmless frisson of energy through them both and causing a shower of dust particles to lightly coat them, they both sprint up the stairs to the supine creature. Mylistra examines the blade holding the angel down before carefully ... gingerly ... placing her hand on the blade. She closes her eyes briefly and murmurs of prayer to Sehanine for the wisdom to know how best to remove it. Opening her eyes, she uses her other hand to help guide the blade out of the membranes of the wing it impales, wincing as she does so, trying not to do more damage. Nemo watches, astonished, as an exquisite silvery blue light surrounds the witch and enters into the wounds, knitting back together those torn membranes, the visible bruises, the cuts, everything. Then, there is a flash of shadowy energy that is somehow also painfully bright blasts throughout the chamber, piercing into and out of each of them with powerful healing energy. When Nemo opens his eyes, he notices that his lingering scrapes are gone, and, looking over at Toriq and Jendi slowly ascending the steps to join them, they no longer look quite so close to dying. In fact, the young warlock looks almost ecstatic, staring at the figure struggling to sit up. He hurries to altar to help. "We saved them," he says in reverence.[/I] [B]NEMO:[/B] Move Action: Penetrate the Wards: Primary Skill Thievery check: r14 +12 +2 Tools = 28 vs. 12 DC, 3 Successes of 4 Move Action: 2 squares: from U13 to W13 (upstairs to the dais) [B]MYLISTRA[/B]: Move Action: 2 squares from U11 to W11 Standard Action: Remove the Blade: Primary Skill Heal check: r10 +9 = 19 vs 12 DC, 4 Successes of 4 Minor Action: Healing Word on Toriq: r1 + 7 (T's HS) = 8 HP * * * Healing from Skill Challenge Success Condition: 3d6 +3 to all: r6,1,3 +3 = 13 HP to all living creatures Toriq: 2/30 Current HP + 13 = 15; HW from M: + 8 = 23/30 Jendi: 1/26 Current HP + 13 = 14/26 Nemo: 22/24 Current HP + 13 = 24/24 [/QUOTE]
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