stonegod's Expedition to Castle Ravenloft: Ch. III [IC] (Completed)

Tessa felt a sensation of heat rising within her, focused upon the mark across her arm and shoulder. It was the call of flame, aching to be unleashed...

She focused her will, at least for the moment, keeping the call of the surging flame in check through stubborn will, and the strength of her faith. With the hand that held the wand, she reached down and grabbed the Icon of Ravenloft from her belt and raised it, presenting it towards the ravening undead. Her mouth moved in a soundless call, focusing the powers of the Sovereign Host through the potent talisman.

OOC: Turn undead, using the Icon
 

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Round 1 (cont)

Downstairs

A fiery glow seemed to hold around Tessa, emanating from all around her, but she fought it, instead raising the cool raven statue of Ravenloft. The fire raging within her, her unfamiliarity with its magic, or the dark magic warding the area made the light the icon gave out weaker than expected, but it was enough for starts: Three of the zombies burst into ash. They were nothing before the Host. Rolled a 1 on the Turn check. Ouch. Still enough to get some, though, esp with the icon canceling some of the unhallow effect in the room

Meanwhile, the abominable ape-creatures sludged through the water at Ladreth.

In the hall, Ashlyn had to react to her companion's sudden disappearance.[sblock=Map (downstairs)]
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Ashlyn, seeing her companions dissappear and hearing their screams and yells from behind the door at the end of the corridor, yells at the top of her voice for her other companions, hoping that they can still hear her, "MAROT, HELP!"

Ashlyn then moves quickly to the door at the end of the corridor, and tries to open it. If it is locked, then she starts to hack the door open.

[If the door is locked then Ashlyn's attack is: +11, damage: 1d10+3]
 
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Ladreth HP: 55/55 AC: 21 Touch AC: 11

Ladreth, ready to strike down the pathetic zombies before him, is momentarily baffled as they dissipate into ash right when his sword was about to fall. Instead, he waited for the abominations to get closer, so that he can bring them both down. Invisible creatures, ghostly apparitions, intangible evil-air, those frightened the warrior, but these fleshy beasts can be torn apart by a sword, and that's exactly what he intends to do.

5' Step to be between the two, while full attacking the upper one. Power Attack only 2, so that should be +13/+8 2d6+14 (If they're undead then it goes to 2d6+18).
 

[sblock=ethandrew]The water is difficult terrain, so no shifting. You can move and make one attack, or full attack from where you are. Which?[/sblock]
 

[sblock=stonegod](When it comes to mapping my move actions, I'm using the assumption that the doors next to Marot that go into K14 are the ones that head towards the chapel. Also, for ease of description, I'm calling the top of the map "north", although I do not know if that is technically true.)

As the form of Emil grows larger and the statuary around the main hall comes to life... Jarrith knows exactly where they need to be to keep this fight under control. "Marot! The doors!"

With the chapel down the hall from the set of double doors Marot stands in front of... the Flamists all know the best place to fight these monstrosities is in the circle of the blessed altar. Marot quickly throws open the set of doors behind him, (Move action to open doors) then steps a few paces into the hallway (Move 2 squares east into K14)

Jarrith thrusts his rapier into Emil, (standard action attack vs Emil) then tumbles past him and Khensu to get as far into the hallway as he can. (Move action w/Tumble and go 6 squares east with 1 square north: to the space that is NE of where Marot's image on the map is - i.e. just to the right of the northern door of that double door set.)

When Khensu comes up, he also swings his blade into Emil, (standard action attack) then takes three steps east to get right through the doorframe and slightly into the hall. (Ends one square directly below Jarrith, and one square west of Marot - yes, he knows he will probably be receiving some attack s of opportunity)

In the next round, both Marot and Jarrith will hold their actions until Khensu's turn... then as a group all three will do a defensive double move down the hallway and into the chapel.[/sblock]
 


Ravika panics as the very essence of her being is drained away at the undead horrors in front of her. She steps out of their reach and calls upon the fury of the winter storm's to descend upon the basement, turning the water icy cold and hopefully blinding her foes.

[sblock=ooc]
5 ft step southeast. Cast Sleet Storm (want the edge of the spell to be in the space she just vacated)

Spells:
0 — (Save DC 15) Detect Magic x2, Light x2, Mending, Create Water
1st — (Save DC 16) Entangle, Lesser Vigor x2, Produce Flame x2, CLW
2nd — (Save DC 17) Creeping Coldx2, Heat Metal, Soften Earth & Stone
3rd — (Save DC 18) Call Lightning, Sleet Storm, Protection from Energy
4th — (Save DC 19) Flamestrike, Murderous Mist <- lost access due to level drain
[/sblock]
 

Marot the doorman

Marot nods quickly as Jarrith cries out about the doors. An aura springs up around Marot as the warlock begins to seethe with anger over Emil's deception.

Trusting that his directional sense is accurate, he throws open the door behind him.

He looks down the hall to verify if that is indeed true -- hopefully he can tell if the hallway looks familiar.

As he turns around to the others, he calls out,Close ranks before me!"

He then takes aim at Emil and sends an irridescent ray bursting forth from his gloves towards the foul shape-shifter.

[sblock=OOC]

Activate Aura of Menace.

Point Blank ranged touch +8 Use 1 charge from Gloves of Eldritch Admixture for 2d6 acid damage 4d6+4 (untyped) + 2d6 (acid)

Plan is to use Flee the Scene on Marot's initiative next round and take Jarrith and Khensu 40' down the hallway, where they can then act.

Hopefully the gargoyles will attack the remaining image of Marot in the room.

[/sblock]
 

Avron steps closer to the room. "See I told you, water logged undead!" The young-bearded man chants softly. A warm rain begins to fall, burning the undead flesh.

[sblock=Actions]Move two squares to left. Cast holy storm 20' radius, 20' high. 2d6 damage to evil creatures in the area at the start of their turn. 7 round duration.[/sblock]
 

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