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Dekkah
2012-10-19, 11:52 AM
DM
Seen previously.... (http://www.giantitp.com/forums/showthread.php?t=224051&page=48)

July 22, 1500, Dusk :
When you look into the portal, you can see some light coming from upstair where you notice an hobgoblin and a bugbear checking out comething on the ground. There seem to be some creatures, greenskinned enemies, also checking out things into the guard room beyong then.
The hobgoblin notice the portal, look your way and yell something, but you dont hear a thing as the portal dont let the sound pass throught.
Flammemorte look at the portal and as she sees the scenery beyong she say,
"Look like the other end isnt deserted. While the portal is a one way thing path, they still can see us. I suggest that you dont waste too much time if you dont want them to organise themselves too much."
Aparently answering the call from the hobgoblin, a small goblin wearing simple clothes and with a stone mace enter the portal room coming from the guard room. He look at the portal, and look at the heroes and say few things to his allies and readies himself.

Combat time (well if you choose to go in)
Let get this thing rolling.

Note that you all are aorund the portal in Flammemorte mansion, so you can step directly into it and do your first square of movement to enter any square in the portal (G14, G15, H14 or H14) then keep going from there in the room (I placed your tokens on the side until you move in)


GC 3:
Move : move to F9
Standard : Ready an action.

Note that GC3 have superior cover (using the lowwall and look by the arrowslith)

It is monique turn.


Initiative :
Round : 1
GS......................... : 27
Monique.................. : 21 <--------Active player
HG......................... : 20
BB.......................... : 18
Ashe....................... : 14
GC.......................... : 13
Ace........................ : 11
Bolerum................... : 5

Monster Status :
...

Players Status

(??) Bolerum: 53/53, TEMP HP = 0, Healing surges : 11/12

(??) Monique : 44/44, TEMP HP = 0 , Healing surges : 8/8

(??) Ashe : 49/49, TEMP HP = 0, Healing Surges : 7/7

(??)Ace 42/42, TEMP HP = 0, Healing Surges : 6/6



MAP :
http://imageshack.us/a/img90/3960/portalcombat.jpg
The portal is in (G14/H15).
The ground around the portal (E10/J15) is 10 feet lower that the rest of the floors.
There is a lone stairway leading up to the ret of the place (G8/H9)
The green line is a low wall (on the higher ground) with arrowsliths made to protect those up there.
The enemies you killed are still there (Corpse with yellow halo).
GC are goblins with cloth and stone hammer.
HG are hobgoblins with leather armor, light shields and longsword
BB are bugbears leather, greatsword and a few handaxes.
GS are goblins with chainmail, light shield, spears,handcrossbow and crossbow.
Creatures with (T) carry torches.
The dark shade over the map represent area in darkness (you still can see the whole map because you already know it - that is what you remember it to be)

Gillric
2012-10-22, 10:14 AM
Ashe

Monique, get through the portal and stand clear for the rest of us to pass through.

NotScaryBats
2012-10-22, 06:14 PM
standard: total defense
move to e 10
crouch / prone for cover

Dekkah
2012-10-23, 09:38 AM
DM
Monique get ready to get attacked and rush in. As she walks into the portal, she feel an small rush of speed and ends up onti the room many miles away. She want to move further, but the goblin behind the protective wall say a few magic words and spiked roots made of stone comes up from the ground bellow her and whirl around her legs. Their graps is strong and painful and Monique cannot escape them, but she have to he keep struggling trying to disloge herself, knowing fully that she is an easy target right now, so she drop prone onto the ground to give some trouble to enemies rangers.

Two more hobgoblins comes from the guard room and with their two other alies they form a line of defense at the top of the stairway, locking their sheilds against their fellow fighter beside them. The torch carrier drop them and they all draw their longsword and get rerady for the heroes.

The bugbear move behind the lowwall and hide. But a few seconds later, he simply throw an handaxe throught the arrowslith at Monique. The axe pass an inch over the bard head hitting the ground behind her instead of spliting her head in two. A second bugbear comes from the guard room and does like his friend. This time, Monique roll aside enough so her protective armor take the hit protecting the woman from further harm.
Monique goes in total defense.
Monique move in and trigger GC 3 readied action.

Immediate interrupt : Readied action : Caveroot curse on Monique, 25 VS reflex, 11 damages and Monnique is restrained (SAve ends).
I assume she wont drop prone in the middle of the room (but if you still want too, tell me)
Monique need to roll a save VS the restrained condition.

BB :
Move : they move to form a defensive line atop the stairway (see map)
Free : HG3 and HG4 drop their torch (at their feet)
Minor : They all draw their longsword
Standard : They ready an action.

BB 1:
Move : Stealthy positioning, shift his speed to E9 and make a stealth check if cover, Stealth check = 19 (hidden from everyone but Ashe)
Minor : Draw handaxe
Standard : Throw handaxe at Monique (+2 (CA - Hidden), 24 VS AC, (Miss - Hurray for prone and total defense ... good idea there Monique)
NOT HIDDEN ANYMORE, but got Superior Cover from those bellow

BB 2:
Move : Stealthy positioning (from guard room), shift his speed to I9 and make a stealth check if cover, Stealth check = 15 (hidden from everyone but Ashe)
Minor : Draw handaxe
Standard : Throw handaxe at Monique (+2 (CA - Hidden), 22 VS AC, (Miss)
NOT HIDDEN ANYMORE, but got Superior Cover from those bellow

It is Ashe turn




Initiative :
Round : 1
GC......................... : 21
Monique.................. : 21
HG......................... : 20 (Readied)
BB.......................... : 18
Ashe....................... : 14 <--------Active player
GS.......................... : 13
Ace........................ : 11
Bolerum................... : 5

Monster Status :
...

Players Status

(??) Bolerum: 53/53, TEMP HP = 0, Healing surges : 11/12

(F12) Monique : 33/44, TEMP HP = 0 , Healing surges : 8/8
+2 all defenses USNT (Monique)
Restrained (Save ends)
Prone

(??) Ashe : 49/49, TEMP HP = 0, Healing Surges : 7/7

(??)Ace 42/42, TEMP HP = 0, Healing Surges : 6/6



MAP :
http://imageshack.us/a/img13/8629/ruin3.jpg
The portal is in (G14/H15).
The ground around the portal (E10/J15) is 10 feet lower that the rest of the floors.
There is a lone stairway leading up to the ret of the place (G8/H9)
The green line is a low wall (on the higher ground) with arrowsliths made to protect those up there.
The enemies you killed are still there (Corpse with yellow halo).
GC are goblins with cloth and stone hammer.
HG are hobgoblins with leather armor, light shields and longsword
BB are bugbears leather, greatsword and a few handaxes.
GS are goblins with chainmail, light shield, spears,handcrossbow and crossbow.
Creatures with (T) carry torches.
The dark shade over the map represent area in darkness (you still can see the whole map because you already know it - that is what you remember it to be)
The red shade is out of sight area

NotScaryBats
2012-10-23, 11:32 AM
Monique struggles against her restraints.
save vs restraint [roll0]

Gillric
2012-10-23, 11:36 AM
Ashe

Ashe sprints through the portal and heads towards the stairs. At the bottom of the stairs, as he steps on the first step, he suddenly turns to the right and leaps into the air to hook both his hands on to the railing. Continuing his upward momentum, he vaults up into a standing position over the foe in front of him. Taking a moment to focus all of his rage against the enemy, Ashe maintains his balance as he brings his fullblade out of its sheath and around to strike his foe. As the blade makes contact, both Ashe and his target wink from the room only to reappear an instant later down on the lower level.


Move: Move to G9, Athletics to grab the wall top
[roll0] (DC5) End on railing between G9 and F9
Minor: Oath GC3
Standard: Sequestering Strike on GC3
Acrobatics: [roll1] (DC15)
Attack: [roll2] or [roll3] 29 (Elven Accuracy in OOC)
Hit: [roll4] teleport GC3 to J12 and Ashe to J13

Ashe's Status:
HP 49/49 Bloodied 24 Healing Surge 12 (0 used /7)
AC 21 Fort 14 Reflex 18 Will 18 Speed 7

THP 0

EFFECTS

ENCOUNTERS SINCE LAST EXTENDED REST 0

OATH TARGET GC3

ACTION POINTS 1

At-Will Powers
Bond of Pursuit
Overwhelming Strike

Encounter Powers
Oath of Enmity
Righteous Pursuit
Elven Accuracy
Rictus Grin
Sequestering Strike
Bloodied Determination
Abjure Undead (Channel Divinity)
Divine Guidance (Channel Divinity)

Action Point
Second Wind

Daily Powers
Aspect of Might
Oath of Righteous Fury

Item Powers
Cannith Goggles (Daily)
Enduring Spirit Vestments Cloth Armor (Daily)
Ruby Scabbard (Encounter)
Point Blank Longbow (Encounter)

AMMO
Arrows: 45

Dekkah
2012-10-23, 12:17 PM
DM
Monique manage to struggle out of the stone roots.

Ashe sprint into the room up to the stairs and jump up to catch the top of the low-wall. Not stoping a second he use his momentum to flip up and end up standing onto the wall. Grabging his weapon in a two handed grip, he use his elven heritage and strike as hard as he could at the goblin mage. The weapon hit and sink deep into the monster flesh, teleporting both across the room bellow.

The goblin in the guard room move behind the low wall pullin gout an hand crossbow and aim at Monique. His arrow hit the floor just in front of Monique chest, missing her. An other goblin come running across also drawing his small crossbow and shoot at monique. His own arrow doesnt even clear the stairway as it crash into its wall.
First, Ashe pointed out that I played the wrong monster at the start (GC instead of GS).
TO make thing simple, I switched them in their initiave.
Since it did have a greater impact (the restrain), I granted Monique an auto-save VS that effect.

Ashe succeed all his skill checks and hit GC3 and bloody it. (Ouch)

GS3 :
Move : Move from out of sight to G5
Minor : Draw hand crossbow
Standard : Shoot monique (-2 (Cover)), 15 VS AC (Miss)

GS 4 :
Move : Move to I8
Minor : Draw hand crossbow
Standard : Shoot monique (-2 (Prone) , 21 VS AC (Miss - hurray for prone and total defense! again...))

It is Ace turn.

Why do I have this weird feeling that some mist will screw up my defensive position ...

Initiative :
Round : 1
GC......................... : 21
Monique.................. : 21
HG......................... : 20 (Readied)
BB.......................... : 18
Ashe....................... : 14
GS.......................... : 13
Ace........................ : 11 <--------Active player
Bolerum................... : 5

Monster Status :
GC3 ......... : Bloodied

Players Status

(??) Bolerum: 53/53, TEMP HP = 0, Healing surges : 11/12

(F12) Monique : 33/44, TEMP HP = 0 , Healing surges : 8/8
+2 all defenses USNT (Monique)
Restrained (Save ends)
Prone

(J13) Ashe : 49/49, TEMP HP = 0, Healing Surges : 7/7
Concealment (Darkness)

(??)Ace 42/42, TEMP HP = 0, Healing Surges : 6/6



MAP :
http://imageshack.us/a/img221/8629/ruin3.jpg
The portal is in (G14/H15).
The ground around the portal (E10/J15) is 10 feet lower that the rest of the floors.
There is a lone stairway leading up to the ret of the place (G8/H9)
The green line is a low wall (on the higher ground) with arrowsliths made to protect those up there.
The enemies you killed are still there (Corpse with yellow halo).
GC are goblins with cloth and stone hammer.
HG are hobgoblins with leather armor, light shields and longsword
BB are bugbears leather, greatsword and a few handaxes.
GS are goblins with chainmail, light shield, spears,handcrossbow and crossbow.
Creatures with (T) carry torches.
The dark shade over the map represent area in darkness (you still can see the whole map because you already know it - that is what you remember it to be)
The red shade is out of sight area

Shadow_Elf
2012-10-23, 07:00 PM
Ace
S'been days since I did this. So kind a them ta just cluster up like that all pretty-like, ain't it just? Laisse les bon temps roulez... laughs Ace as he cross through the portal, tipping his hat to Flammemorte. Evenin' gents! We're tonight's entertainment, says Ace, smiling all the while, as his newly enchanted deck fans out in front of him and he selects a single card to toss into the enemy shield wall. It misses all the goblins; perhaps some of them even laugh at him. But soon, a thick, familiar mist begins to rise from the card...

Move Action: To E14
Standard Action: 1E - Off-Kilter, ABurst 1 @ H8, 1 square above upper level

Wild Soul for today:
[roll0]

There's a thing in my personal thread that specifies what the roll means, will post OOC with the results a little later.

Damage on hit: [roll1] psychic damage.

vs. BB2: [roll2] vs. Will; push or slide to J10 on hit
vs. HG2: [roll3] vs. Will; slide to G7 on even if possible
vs. HG3: [roll4] vs. Will; slide to E8 on even
vs. HG4: [roll5] vs. Will; slide to E7 on even
vs. GS4: [roll6] vs. Will; slide to G8 on even

Shadow_Elf
2012-10-23, 11:25 PM
Ace
Not a bad openin' hand, but I think I can improve it, brags Ace, readying his deck again. He gives the bugbear on the north battlement a mean look, and then he launches a set of cards, which fly into the air, turn to diamond and then shatter, raining icy shards on the ramparts.

Minor Action: FE - Evil Eye of the Vistani, @ BB1
Action Point: 3E - Diamond Flush, ABurst 1 @ F8, 1 square above top level

Evil Eye vs. BB1: [roll0] vs. Will
Hit: Grants CA to me and cannot move closer to me UEMNT.

Damage on Hit: [roll1] cold damage + slowed UEMNT

vs. HG1: [roll2] vs. Reflex
vs. BB1: [roll3] vs. Reflex, +2 if Evil Eye hit
vs. GS4: [roll4] vs. Reflex

Leewei
2012-10-24, 06:24 AM
Bolerum

Seeing the room full of goblinoids, the paladin smiles delightedly. "Ah, Holy Sword! My thoughtful friends have even left some for us to fight!" He then enters the room, moving to the stairs to block in the remaining enemy, swinging at one in the way.

Minor Action: Switch armor to full movement.
Move Action: Advance to G11.
Standard Action: Pressing Strike, shifting to H9 and attacking GS4 [roll0] vs AC for [roll1] Edit: 29 (see OOC) damage and pushing it into a wall (i.e. he wants it where it is).

Dekkah
2012-10-24, 03:03 PM
DM
As Ace move toward the portal, Flammemorte reply her face serious,
"Dont forget to come see me when you're done there."
Ace cross the portal and unleash his magic over the enemy group. It kills two of the hogoblin who swing wildly at the fog hitting each others and affect the goblin who is moved into the stairway by the mind magic. Preparing his next attack, Ace drop his gaze onto the bugbear behind the wall and the creature foolishly look into the vistasini's eyes getting spooked by their intensity. At that moment, Ace cold magic drop onto the bugbear and two of his allies. The hobgoblin manage to resist it, but the two others get half frozen, and the goblin skin even crack up in some spots.

A second later, Bolerum come into the room rushing at the fozen goblin in the stairway. He bring down the artefact sword onto the half-paralized enemy, cutting right throught it as easyly as he would go throught butter, killing the poor creature instantly.

The goblin facing Ashe look terrified as he saw the carnage the heroes are doing. He backpedal a few steps and aim his immobilizing curse onto the elf, but Ashe dance away from the stone root easyly. The small goblin yell,
"Nok ther muer!"
his allies hesitate, and the unarmed bugbear yell back, not at the goblin, but at the others fighter,
"Las tuer myr! Mirt juir!"

Ace miss BB2 and HG2.
He hit GS4
He hit and kill HG3 and HG4
(Sliding applyed in map)

Ace hit BB1 with eye of vistasini.

The second attack miss HG2, hit BB1 and GS4 (bloody GS4)

Bolerum Hit and kill GS4.

GC3 :
Move : Shift to I11
Standard : Caveroot Curse on Ashe (-2 (Concealment)), 12 VS Reflex (Miss)

It is Monique turn.


Initiative :
Round : 2
GC......................... : 21
Monique.................. : 21 <--------Active player
HG......................... : 20 (Readied)
BB.......................... : 18
Ashe....................... : 14
GS.......................... : 13
Ace........................ : 11
Bolerum................... : 5

Monster Status :
GC3 ......... : Bloodied
BB1............: Grants CA to Ace and cannot move closer to me UEMNT (Ace), Slowed UENT (Ace)

Players Status

(H9) Bolerum: 53/53, TEMP HP = 0, Healing surges : 11/12

(F12) Monique : 33/44, TEMP HP = 0 , Healing surges : 8/8
+2 all defenses USNT (Monique)
Prone

(J13) Ashe : 49/49, TEMP HP = 0, Healing Surges : 7/7
Concealment (Darkness)

(E14)Ace 42/42, TEMP HP = 0, Healing Surges : 6/6



MAP :
http://imageshack.us/a/img515/8629/ruin3.jpg
The portal is in (G14/H15).
The ground around the portal (E10/J15) is 10 feet lower that the rest of the floors.
There is a lone stairway leading up to the ret of the place (G8/H9)
The green line is a low wall (on the higher ground) with arrowsliths made to protect those up there.
The enemies you killed are still there (Corpse with yellow halo).
GC are goblins with cloth and stone hammer.
HG are hobgoblins with leather armor, light shields and longsword
BB are bugbears leather, greatsword and a few handaxes.
GS are goblins with chainmail, light shield, spears,handcrossbow and crossbow.
Creatures with (T) carry torches.
The dark shade over the map represent area in darkness (you still can see the whole map because you already know it - that is what you remember it to be)
The red shade is out of sight area
Numbers in brackets are altitude.

NotScaryBats
2012-10-24, 04:11 PM
Monique is pleased the combat is going well -- she had been worried going in first would get her more seriously injured. She stands up and aims a spell at the goblin Ashe has marked as his target. Knowing the elf, he'd be able to finish it off with a little push from her.

Move Stand from prone
Standard Blunder on GC3 [roll0] vs Will
on Hit [roll1] psychic dmg and slide to J14
Ashe may make a MBA at the target with a +6 bonus (1+int mod +1 from Tactician's Armor)

Dekkah
2012-10-24, 05:19 PM
DM
As Monique aim her power, she loose concentration and completly miss the goblin.

The two remaining hobgoblin were hesitating, but the bugbear words spur them into action and they move into the stairway to engage Bolerum into melee. They try to strike, but Bolerum bring his sword up and block both enemies strikes at once.

The two bugbears move into hidding position again, breaing sight with everyone for a fraction of second. Ashe spot them aiming for Ace and try to warn the human, but it is too late and both thrown weapons hit the vistasini chest. Having almost no physical protection, the weapon both sink deeply, drawing blood and the sorcerer nearly faint out from intense pain.

Monique total defense ends.
Monique miss

HG1 :
Move :Move to G8
Standard : Longsword at Bolerum, 12 VS AC (Miss)

HG2 :
Move :Move to H8
Standard : Longsword at Bolerum, 16 VS AC (Miss)

BB1 :
Move :Stealthy movement, shift to F9 and make a stealth check with no penalty (25), his hidden from everyone except Ashe
Minor : Draw handaxe
Standard :Throw handaxe at Ace (+2 (CA), -5 (Superior Concealment)), 19 VS AC, 19 damages and isnt hidden anymore

BB2 :
Move :Stealthy movement, shift to J9 and make a stealth check with no penalty (16), his hidden from everyone except Ashe
Minor : Draw handaxe
Standard :Throw handaxe at Ace (+2 (CA), -2 (cover from Monique), -5 (Superior Concealment)), 23 VS AC, 22 damages and isnt hidden anymore
Ace is Bloodied (that was close!)

It is Ashe turn

Initiative :
Round : 2
GC......................... : 21
Monique.................. : 21
HG......................... : 20 (Readied)
BB.......................... : 18
Ashe....................... : 14 <--------Active player
GS.......................... : 13
Ace........................ : 11
Bolerum................... : 5

Monster Status :
GC3 ......... : Bloodied
BB1............: Grants CA to Ace and cannot move closer to me UEMNT (Ace), Slowed UENT (Ace)

Players Status

(H9) Bolerum: 53/53, TEMP HP = 0, Healing surges : 11/12

(F12) Monique : 33/44, TEMP HP = 0 , Healing surges : 8/8

(J13) Ashe : 49/49, TEMP HP = 0, Healing Surges : 7/7
Concealment (Darkness)

(E14)Ace 1/42, TEMP HP = 0, Healing Surges : 6/6
Bloodied



MAP :
http://imageshack.us/a/img824/8629/ruin3.jpg
The portal is in (G14/H15).
The ground around the portal (E10/J15) is 10 feet lower that the rest of the floors.
There is a lone stairway leading up to the ret of the place (G8/H9)
The green line is a low wall (on the higher ground) with arrowsliths made to protect those up there.
The enemies you killed are still there (Corpse with yellow halo).
GC are goblins with cloth and stone hammer.
HG are hobgoblins with leather armor, light shields and longsword
BB are bugbears leather, greatsword and a few handaxes.
GS are goblins with chainmail, light shield, spears,handcrossbow and crossbow.
Creatures with (T) carry torches.
The dark shade over the map represent area in darkness (you still can see the whole map because you already know it - that is what you remember it to be)
The red shade is out of sight area
Numbers in brackets are altitude.

Gillric
2012-10-24, 09:40 PM
Ashe

Ashe steps forward out of the light and brings his blade around towards his foes neck in an effort to eliminate the pitiful wretch.

Move: to I12
Standard: Overwhelming Strike on GC3
Attack: [roll0] or [roll1]
Hit: [roll2] and Ashe shifts to J13 and slides GC3 to I12

Ashe's Status:
HP 49/49 Bloodied 24 Healing Surge 12 (0 used /7)
AC 21 Fort 14 Reflex 18 Will 18 Speed 7

THP 0

EFFECTS

ENCOUNTERS SINCE LAST EXTENDED REST 0

OATH TARGET GC3

ACTION POINTS 1

At-Will Powers
Bond of Pursuit
Overwhelming Strike

Encounter Powers
Oath of Enmity
Righteous Pursuit
Elven Accuracy
Rictus Grin
Sequestering Strike
Bloodied Determination
Abjure Undead (Channel Divinity)
Divine Guidance (Channel Divinity)

Action Point
Second Wind

Daily Powers
Aspect of Might
Oath of Righteous Fury

Item Powers
Cannith Goggles (Daily)
Enduring Spirit Vestments Cloth Armor (Daily)
Ruby Scabbard (Encounter)
Point Blank Longbow (Encounter)

AMMO
Arrows: 45

Dekkah
2012-10-25, 08:31 AM
DM
Ashe strike true again and pull the panicking enemy back away from his allies.
"Nok hik Buer!" yell the creature.

With Bolerum violent demonstration, the goblin in the guard room decide to reload his hand-crossbow and shot at the paladin staying a safe distance. His aim is too low and the bolt is deflected by the stairway away from Bolerum. The goblin take a few steps back for safety.
Ashe hit.

GS3 :
Minor : Reload
Standard : Handcrossbow at Bolerum (-2 (Cover - high difference)), 19 VS AC (Miss)
Move : Move to G1

It is Ace Turn.
Initiative :
Round : 2
GC......................... : 21
Monique.................. : 21
HG......................... : 20
BB.......................... : 18
Ashe....................... : 14
GS.......................... : 13
Ace........................ : 11 <--------Active player
Bolerum................... : 5

Monster Status :
GC3 ......... : Bloodied
BB1............: Grants CA to Ace and cannot move closer to me UEMNT (Ace), Slowed UENT (Ace)

Players Status

(H9) Bolerum: 53/53, TEMP HP = 0, Healing surges : 11/12

(F12) Monique : 33/44, TEMP HP = 0 , Healing surges : 8/8

(J13) Ashe : 49/49, TEMP HP = 0, Healing Surges : 7/7
Concealment (Darkness)

(E14)Ace 1/42, TEMP HP = 0, Healing Surges : 6/6
Bloodied



MAP :
http://imageshack.us/a/img528/8629/ruin3.jpg
The portal is in (G14/H15).
The ground around the portal (E10/J15) is 10 feet lower that the rest of the floors.
There is a lone stairway leading up to the ret of the place (G8/H9)
The green line is a low wall (on the higher ground) with arrowsliths made to protect those up there.
The enemies you killed are still there (Corpse with yellow halo).
GC are goblins with cloth and stone hammer.
HG are hobgoblins with leather armor, light shields and longsword
BB are bugbears leather, greatsword and a few handaxes.
GS are goblins with chainmail, light shield, spears,handcrossbow and crossbow.
Creatures with (T) carry torches.
The dark shade over the map represent area in darkness (you still can see the whole map because you already know it - that is what you remember it to be)
The red shade is out of sight area
Numbers in brackets are altitude.

Shadow_Elf
2012-10-25, 01:30 PM
Ace
Oo ye yi, merde... mumbles Ace as he ends up with two hatchets in his gut. He gingerly tries to remove them, causing more blood to flow. His eyes begin to glow with yellow magic as he draws another card from his deck. Don't mean ta spoil yer fun, Ashe, but I can't reach the louts up top, so I'm gunna have ta help y'all with this'un, he mutters as a wave of nausea from his wounds threatens to make him pass out. He launches the card, which glows with violet magic.

Standard Action: 1A - Wild Card @ GC3
Minor Action: Draw Potion

Attack: [roll0] vs. Will
Hit: [roll1] psychic damage. On even, bounce to HG1

Attack: [roll2] vs. Will
Hit: Dead. On Even, bounce to HG2

Attack: [roll3] vs. Will
Hit: Dead. On Even, bounce to BB1

Attack: [roll4] vs. Will (incl. cover, CA)
Hit: [roll5] psychic damage, bounce to BB2.

Attack: [roll6] vs. Will
Hit: [roll7] psychic damage.

Leewei
2012-10-25, 02:34 PM
Bolerum

The paladin yells at the bow-wielding goblin, "WHERE ARE YOU RUNNING?! THE FIGHT IS OVER HERE!" He then eases around the remaining hobgoblin and closes on a bugbear.

Minor Action: Armor goes to full AC mode.
Standard Action: Pressing Strike. Shift through HG2 to I7, then attack HG2 [roll0] vs AC for [roll1] damage and pushing it to F7.
Move Action: Move to I9, provoking an OA from BB2 (and HG2 if he missed), however I believe BB2 doesn't have a readied weapon (it was throwing handaxes).
AP Action: Righteous Smite on BB2. [roll2] vs AC for [roll3] damage, also granting Bol and his allies 6THP on a hit.

NotScaryBats
2012-10-25, 02:58 PM
Monique heals Ace, tries to kill the hobgoblin on the stairs, and urges Ashe to join the fray, feeling he could do more good in melee now that his target is dead.

Minor: Majestic Word on Ace, healing +4 HP and sliding to F13
Standard: Staggering Note on HG2 [roll0] vs Will
on hit, kill the minion, push to H7
Move: Moment of Escape on Ashe, sliding him to G9

Shadow_Elf
2012-10-25, 03:47 PM
Ace
As Bolerum swings at the bugbear with extra effort, Ace's eyes flare with magic for a moment, and Bolerum glows with yellow energy in the instant of the attack. Not only does he wound the bugbear, but the chaos magic bleeds into the wound and puts the bugbear off its guard.

Free Action: Seed of Chaos, Bugbear grants CA UEMNT.

Dekkah
2012-10-25, 04:06 PM
DM
Ace chaos orb hit the goblin chest and goes right throught it, leaving an hole the size of a fist killing it instantly. The magic projectile doesnt stop there and arc toward one of the hobgoblin tearing half the monster head away to end onto the wall beside the second enemy fighter who look terrified. The sorcerer drop prone into the darkness, hoping not to get shot again.

Bolerum rush throught the hobgoblin, who simply let him pass, and swing at the green-skinned creature. The paladin's strike lack finess and he hit the stone wall instead of the enemy. Not caring much he move toward the bugbear, leaving himself open to attack from both creatures. None manage to deal damage and Bolerum rise Greenbane high and bring it down onto the bugbear shoulder, making it grunt in pain. This demonstration inspire his allies who feel Kord divine presence within themselves and Ace use the chaos flow to enhance the strike and disorient the bugbear a little.

Monique sing a few arcane words to sooth Ace wounds and finish off the scared hobgoblin in the stairway. After that, she weave her magic spuring Ashe toward the enemies.

As Ashe is moved into the stairway, the two bugbear move with great finess and speed, surprising everyone including Bolerum beside one and move into the guard room. Everyone loose sight of one of the bugbear, until an axe comes flying at Ashe and hit him hard on the shoulder. The other bugbear then grab the door and slam it shut yelling to his partner,
"Jil kar mhar!"


Ace hit and kill GC3 and HB1, then miss HG2.
Ace drop prone.
Ace Effects on BB1 ends.

Bolerum miss HG2
Bolerum provoke OA from HG2 and BB2 (both miss)
Bolerum hit BB2, grant 6 THP

Ace enhance Bolerum's attack on BB2, He Grant CA UENT (Bolerum)

Monique heal Ace 14 HP
Monique hit and kill HG2.
Monique Slide Ashe.

BB1 :
Move : Stealthy positioning, Shift speed to G6 and make stealth if cover (Stealth 31)
Minor : Draw handaxe
Standard : Throw at Ashe (+2 (CA (Hidden), -2 (Cover)), 35 VS AC (that was almost a crit lol), 21 Damages (Not hidden anymore)

BB2 :
Move : Stealthy positioning Shift speed to G6 , cannot hide (no cover)
Minor: Draw greatsword
Standard : Close the door.
It is Ashe turn.



Initiative :
Round : 3
GC......................... : 21
Monique.................. : 21
HG......................... : 20
BB.......................... : 18
Ashe....................... : 14 <--------Active player
GS.......................... : 13
Ace........................ : 11
Bolerum................... : 5

Monster Status :
GC3 ......... : Bloodied
BB1............:
BB2............: Grant CA UENT (Bolerum)

Players Status

(I9) Bolerum: 53/53, TEMP HP = 0, Healing surges : 11/12

(F12) Monique : 33/44, TEMP HP = 6 , Healing surges : 8/8

(G9) Ashe : 34/49, TEMP HP = 0, Healing Surges : 7/7

(F13)Ace 15/42, TEMP HP = 6, Healing Surges : 5/6
Bloodied
+1 AC UENT (Ace)
Prone



MAP :
http://imageshack.us/a/img38/8629/ruin3.jpg
The portal is in (G14/H15).
The ground around the portal (E10/J15) is 10 feet lower that the rest of the floors.
There is a lone stairway leading up to the ret of the place (G8/H9)
The green line is a low wall (on the higher ground) with arrowsliths made to protect those up there.
The enemies you killed are still there (Corpse with yellow halo).
GC are goblins with cloth and stone hammer.
HG are hobgoblins with leather armor, light shields and longsword
BB are bugbears leather, greatsword and a few handaxes.
GS are goblins with chainmail, light shield, spears,handcrossbow and crossbow.
Creatures with (T) carry torches.
The dark shade over the map represent area in darkness (you still can see the whole map because you already know it - that is what you remember it to be)
The red shade is out of sight area
Numbers in brackets are altitude.

Leewei
2012-10-26, 01:29 PM
Bolerum

Kord's holy warrior guffaws as he hears the goblins' exchange. "They're fighting like hens," he says. The big man then slogs through fallen hobgoblins and throws his armored bulk against the door.

Move: walk to G7 using 5 squares of movement (through H8).
Standard: Bull rush the door at G6-7. [roll0].
Minor: Punt the corpse in F7 to E7 to clear a bit of the way.

Dekkah
2012-10-26, 01:47 PM
DM
Ashe decide to hold up, and let Bolerum try to breach the door.
On the other side, you hear one of the bugbear yell,
"Merk nar thye buak mar!"
Ace also wait and see, letting the brawn of the group do the door opening job.

Bolerum move in front of the door and kick a corpse away then slam his shoulder onto the door. He got some resistance from the bugbear on the other side,but the creature was not completly ready for the bull rush and is force back a few step, allowing Bolerum into the room.

Ok, Ashe Delay.

GS2 does something

Ace delay

Bolerum succeed in forcing the door open.
Bolerum : did you really wanted to silde F7 corpse or did you missread the map coodinate?
BB2 doesnt Grant CA anymore.

It is Ashe or Ace turn ... assuming you want to play you delayed turn now.
If you dont, it is Monique turn.


Initiative :
Round : 3=4
Monique.................. : 21 <--------Active player
HG......................... : 20
BB.......................... : 18
Ashe....................... : 14 (Delay)
GS.......................... : 13
Ace........................ : 11 (Delay)
Bolerum................... : 5

Monster Status :
GC3 ......... : Bloodied
BB1............:
BB2............:

Players Status

(I9) Bolerum: 53/53, TEMP HP = 6, Healing surges : 11/12

(F12) Monique : 33/44, TEMP HP = 6 , Healing surges : 8/8

(G9) Ashe : 34/49, TEMP HP = 0, Healing Surges : 7/7

(F13)Ace 15/42, TEMP HP = 6, Healing Surges : 5/6
Bloodied
+1 AC UENT (Ace)
Prone



MAP :
http://img547.imageshack.us/img547/8629/ruin3.jpg
The portal is in (G14/H15).
The ground around the portal (E10/J15) is 10 feet lower that the rest of the floors.
There is a lone stairway leading up to the ret of the place (G8/H9)
The green line is a low wall (on the higher ground) with arrowsliths made to protect those up there.
The enemies you killed are still there (Corpse with yellow halo).
GC are goblins with cloth and stone hammer.
HG are hobgoblins with leather armor, light shields and longsword
BB are bugbears leather, greatsword and a few handaxes.
GS are goblins with chainmail, light shield, spears,handcrossbow and crossbow.
Creatures with (T) carry torches.
The dark shade over the map represent area in darkness (you still can see the whole map because you already know it - that is what you remember it to be)
The red shade is out of sight area
Numbers in brackets are altitude.

Shadow_Elf
2012-10-26, 03:01 PM
Ace
The still-bleeding sorcerer picks himself up off the floor, briefly brushing off his clothes before he readies his deck again. A stiff wind picks up him and deposits him in a better position and then begins to rearrange part of his deck into a rotating sphere. He whispers into the sphere of cards, and then it flies forward, detonating with a thunderous roar on the bugbear in front of Bolerum.

Move Action: Stand Up From Prone
Standard Action: 1A - Storm Walk, shift to G13 first, @ BB2

Attack: [roll0] vs. Fortitude
Hit: [roll1] thunder damage.

Gillric
2012-10-27, 09:19 AM
Ashe

Striding forward over the bodies of his foes, Ashe brings his blade around to strike at one of the Bugbears.

Minor: Oath BB1
Move: to G7
Standard: Bond of Pursuit on BB1
Attack: [roll0] or [roll1] <--- CRITT
Hit: [roll2] 32 and if BB1 doesn't end its next turn adjacent to me, I can shift 5 and must end the shift closer to the target.

Ashe's Status:
HP 34/49 Bloodied 24 Healing Surge 12 (0 used /7)
AC 21 Fort 14 Reflex 18 Will 18 Speed 7

THP 0

EFFECTS

ENCOUNTERS SINCE LAST EXTENDED REST 0

OATH TARGET BB1

ACTION POINTS 1

At-Will Powers
Bond of Pursuit
Overwhelming Strike

Encounter Powers
Oath of Enmity
Righteous Pursuit
Elven Accuracy
Rictus Grin
Sequestering Strike
Bloodied Determination
Abjure Undead (Channel Divinity)
Divine Guidance (Channel Divinity)

Action Point
Second Wind

Daily Powers
Aspect of Might
Oath of Righteous Fury

Item Powers
Cannith Goggles (Daily)
Enduring Spirit Vestments Cloth Armor (Daily)
Ruby Scabbard (Encounter)
Point Blank Longbow (Encounter)

AMMO
Arrows: 45

NotScaryBats
2012-10-27, 09:33 PM
Monique follows her allies, taking the fight to the enemy.
Move to H8
Minor, Replendent Circlet (Choose one ally within 5sq, an enemy adj to that ally grants CA to him UEoMy Next Turn
Choosing Ashe.
Standard Nightmare Eruption on BB1 [roll0] vs W
on hit, [roll1] psychic dmg and enemies adj to tar take 5 psychic dmg

Dekkah
2012-10-28, 07:30 AM
DM
Ace storm power is easyly resisted by the bugbear.

Ashe is more efficient and deal a staggering blow onto the creature, opening up the monster left arm from shoulder to elbow.

Monique circlet twinkle and disrupt the bugbear, making him forgot a little Bolerum giving him some advantage. She then unleash her power onto the already wounded bugbear and her magic make the monster stagger a little and a small burst even affect the other enemy.

The first bugbear shift away from Ashe but stay in range for Bolerum drawing his greatsword. Once he have room him he lauch a powerful blow at the paladin, but heexpertly line up greenbane and block the blow in a loud clash of metal against metal.

The second bugbear also draw his weapon and swing at the paladin. The weapon hit, but his plate armor absorb the blow leaving him unarmed.

The last goblin is nowhere to be seen, even Ashe keen sense cannot detect him anymore.

I dont know if Ace accounted for the cover (he is 10 square lower and cannot see the enemy whole square (in 3 D), but he would miss even if he did.

AShe hit and bloody BB1

Monique give Bolerum CA VS BB1
I dont know if monique accounted for the cover the closed door give BB1 , but even if she did not, she will hit him (17 Will hit).

BB1 :
Minor : Draw greatsword
Move :Shift to F5
Standard : Greatsword at Bolerum, 22 VS AC (Miss... Greenbane just saved you there!)
End of turn : End his turn away from Ashe. he can shift with his power (choose where)

BB2 :
Minor : Draw greatsword
Standard : Greatsword at Bolerum, 21 VS AC (Miss)

GS does something you dont know about.

It is Bolerum turn.

Initiative :
Round : 4
Monique.................. : 21
BB.......................... : 18
GS.......................... : 13
Bolerum................... : 5 <---------Active player
Ace........................ : 11
Ashe....................... : 14

Monster Status :
BB1............: Bloodied, oath of enmity (Ashe), Grant CA to Bolerum UENT (Monique)
BB2............:

Players Status

(G6) Bolerum: 53/53, TEMP HP = 6, Healing surges : 11/12

(H8) Monique : 33/44, TEMP HP = 6 , Healing surges : 8/8

(G7) Ashe : 34/49, TEMP HP = 0, Healing Surges : 7/7

(G13)Ace 15/42, TEMP HP = 6, Healing Surges : 5/6
Bloodied
+1 AC UENT (Ace)



MAP :
http://img171.imageshack.us/img171/2604/ruin3g.jpg
The portal is in (G14/H15).
The ground around the portal (E10/J15) is 10 feet lower that the rest of the floors.
There is a lone stairway leading up to the ret of the place (G8/H9)
The green line is a low wall (on the higher ground) with arrowsliths made to protect those up there.
The enemies you killed are still there (Corpse with yellow halo).
GC are goblins with cloth and stone hammer.
HG are hobgoblins with leather armor, light shields and longsword
BB are bugbears leather, greatsword and a few handaxes.
GS are goblins with chainmail, light shield, spears,handcrossbow and crossbow.
Creatures with (T) carry torches.
The dark shade over the map represent area in darkness (you still can see the whole map because you already know it - that is what you remember it to be)
The red shade is out of sight area
Numbers in brackets are altitude.

Leewei
2012-10-28, 09:23 AM
Bolerum

"You are standing to face us! Outstanding! Fight well, honored foes!"

The paladin brings Greenbane around, crashing it into the bloodied enemy with a roar.

Move: Open the door between F6-7.
Standard: Valiant Strike [roll0] Edit: CA not included; 23 with CA vs BB1's AC for [roll1] damage. (+3 Str +2 Enh +3 Item +2 Gauntlets of Blood +2 Feat)
Minor: Divine Challenge on BB1 (or BB2 if it dies; Mark + inflict 5 Radiant the next time it makes an attack edit: that doesn't include Bolerum UENT).

Shadow_Elf
2012-10-28, 11:47 AM
Ace
The sorcerer grins. Seems t'me like Fortune favours the bold, he chuckles, before striding forward to stand on top of the hobgoblin corpse in the stairs, drawing a card from his deck. He tosses it at the bugbear, and it begins to glow with purple magic as it speeds towards its target.

Move Action: To G8
Standard Action: 1A - Wild Card @ BB2

Attack: [roll0] vs. Will
Hit: [roll1] damage.
Effect: On even, +1 AC UEMNT. On odd, save (wasted).

Gillric
2012-10-29, 09:08 AM
Ashe

With his primary target defeated, Ashe focuses on the Bugbear between himself and Bolerum.

Minor: Oath BB2
Standard: Bond of Pursuit
[roll0] or [roll1]
Hit: [roll2] and I can shift 5 if the target does not end its next turn adjacent to me, must end shift closer

Ashe's Status:
HP 34/49 Bloodied 24 Healing Surge 12 (0 used /7)
AC 21 Fort 14 Reflex 18 Will 18 Speed 7

THP 0

EFFECTS

ENCOUNTERS SINCE LAST EXTENDED REST 0

OATH TARGET BB2

ACTION POINTS 1

At-Will Powers
Bond of Pursuit
Overwhelming Strike

Encounter Powers
Oath of Enmity
Righteous Pursuit
Elven Accuracy
Rictus Grin
Sequestering Strike
Bloodied Determination
Abjure Undead (Channel Divinity)
Divine Guidance (Channel Divinity)

Action Point
Second Wind

Daily Powers
Aspect of Might
Oath of Righteous Fury

Item Powers
Cannith Goggles (Daily)
Enduring Spirit Vestments Cloth Armor (Daily)
Ruby Scabbard (Encounter)
Point Blank Longbow (Encounter)

AMMO
Arrows: 45

Dekkah
2012-10-29, 09:57 AM
DM
Bolerum send the injured bugbear to his maker in one fluid swing of Greenbane and challenge the other furry creature.
Coming upstair, Ace stumble onto the enemy corpse making him miss his card throw completly.
Ashe goes around the enemy and flank the creature with the paladin dealing him an other blow.
The bugbear rise his weapon high, a sign that he accept Bolerum challenge and try to hit the paladin, but once again, Bolerum line up his weapon to block the weapon. A few seconds later, the heroes focused effort bring down the strong creature.

Looking at the situation, this is a done combat and since it was a new round I simply decided to narate the rest.
I rolled one last attack (22 VS Ac on Bolerum... an other block for Greenbane!!).

You guys dispatch it in the nest round.

There is still an other goblin, but he isnt anywhere you can see him (he fled)...ť what do you do?

Combat XP : 250 each, rising your total to : 6700 XP.

Leewei
2012-10-29, 10:12 AM
Bolerum

"The less time we give the goblins to organize their defenses, the better."

Bolerum looks at Ace, then pauses a moment.

"Here. This should keep you going!"

He lays a hand on Ace's shoulder, jolting him with divine power.

Minor Action: Lay on Hands, spending a surge to heal Ace 10hp.
Move Action: Run 7 squares after the fleeing enemy.
Standard Action: Run 7 squares as before, charging if possible.

Gillric
2012-10-29, 10:23 AM
Ashe

Ashe quickly sheaths his blade when the bugbear falls and pulls forth an everburning torch. One of them has fled, lets try to catch him before he raises the whole complex against us. Ashe then quickly turns and heads further into the complex.

Shadow_Elf
2012-10-29, 11:13 AM
Ace
The sorcerer stows the potion he'd had ready. Thanks, Bole. Agreed; let's not let that goblin make misere with whatever's up there, eh? The Vistani runs forward, his cards spreading out around him. Some of them form a bridge for him, allowing him to run even faster forward. The rest fly back towards Monique, helping her keep up with the group.

Minor Action: Stow Potion
Move Action: Walk after the rest of the party
Standard Action: 2U - Double Run, Monique and Ace both fly their Speed +2.

NotScaryBats
2012-10-29, 06:11 PM
Monique agrees and follows the rest of the party deeper into the dungeon.

Dekkah
2012-10-30, 07:21 AM
DM
The heroes hurry forward after the fleeing goblin. They climb up on the next floor and enter the room with the pentagram. As they enter the corridor, they arent sure where the creature have gone, toward the next floor or into the secret passage. Ashe look around and find the clue he need, a fresh track into some dirt going for the exit. They rush forward taking a quick peek into the dorm rooms as they go, but not wasting any time really looking. The heroes get to the next stairway and can see that the empty library door is open and take a quick peek there to confirm it is empty. They then move upstair again without seeing the creature who seem to some lead on them. They hurry across that floor to the next stairway and come out into the goblin empty food storage building.

The heroes take some time to send Ashe scouting ahead, to see if the town have been retaken by the enemy, and once Ashe is satisfied it is safe the heroes comes outside. They still cannot see the goblin, but Ashe keen ears do hear some running sound far to the east on the feild beyong the goblin town wall. Looking around, nothing really changed here, enemies corpse still lay around, but some have been half eaten by animals. On the ground, there is no real new tracks except for very fresh ones that you assume to be those of the group you just dispatched at the portal.

Moved forward, sorry I was busy yesterday.

Gillric
2012-10-30, 09:54 AM
Ashe

Hearing the creature to the east, Looks like he is alone, I will catch him. Ashe then takes off at a sprint towards the creature.

Ok, flat out run to catch him. So speed is 9 and I will use an AP the first round of pursuit for a total move of 27.

Shadow_Elf
2012-10-30, 10:52 AM
Ace
The sorcerer doesn't give much thought to the dead goblins in the catacombs, though he's a bit curious as to why most are dead in their beds, but when they reach the surface and he sees the carnage, his eyes go wide. He takes off his hat and fans himself for a moment as Ashe takes off after the fleeing goblin. Oo ye yi, podnahs... y'all did all this? That's... impressive? he says, with more than a little trepidation in his voice. The stench of rot from the days-old corpses is quite overpowering. Well, uh... when Ashe's done chasin' down our li'l escapee, where're we headin' next? Is this the part a' Magdebourg we wanna be in, or is there some'ere else we're lookin' fer?

Dekkah
2012-10-30, 11:26 AM
DM
Ashe sprint after the goblin as the other heroes walk into the goblin uncompleted camp.

The elf catch up to the goblin after about a minute or so, into the forest. Seeing that the elf is alone, the goblin take his chance and turn around charging the elf. The goblin is quite feirce and use a few dirty trick knocking Ashe of his feets and bruising him here and there, but in the end, the avenger proove stronger. The elf quickly inspect the creature body and find nothing of value, except a few coins and the left ear.
He return to his friend quickly, having left them only for about 3 minutes or so.

Maybe I should have use Ashe private Thread, but this is quite minor.

Ashe find :
1 ear
12 CP
20 SP
4 GP

Gillric
2012-10-30, 12:56 PM
Ashe

After rejoining the others, I will go collect the ears from the portal room. We should rest and then make for the partially buried dome and begin searching from there.

Shadow_Elf
2012-10-31, 11:18 AM
Ace
Taking a better look at the scene around him, the Vistani seems to come to a realization. Back in town, I meantioned I'd had visions a' Magdebourg. I... I think this 'ere's the place I dreamed a. That there circle... s'the base a the tower from my dream, I think. During the group's short rest, Ace explains his dream.

The Dream:

Ace is woken up by some loud sound coming from the main room of the inn. Ace is alone and quickly gather his needed gear and hurry down to the main floor. As he comes there, a dozen ghouls are pillaging the room, that look like the exact replica of his Bord-Eau Inn. The undeads notice the human and lunge for him. Having no other option, Ace run back upstairs and into his room, closing the door behind him.
The undead creatures bang onto the door and Ace, knowing that the door wont stop the creature for long goes for his window. As he opens it up, the first thing he notices is the black sky above, which emanate some eerie light, making everything look gloomy. The city that Ace sees is not what he expected at all. Instead of the lively Bord-Eau, he sees a city in ruins which look ancient, not only because of the deterioration state, but because of the buildings style.

Looking down to his right, he spot a large group of skeletons walking in an alley a few blocks away. Behind him, the door crack and Ace does not waste any more time and jump down into the alley below. As he stand up, he sprint away going to some side alley before he get noticed by the skeletons. As he turn the corner, he heard some creature land onto the ground behind him, probably the ghouls who have been pursuing him.

Not having the time to stop, Ace run int the streets, turning into some streets here and there when he spot some danger ahead, like a group of zombies or skeletons. At some point, he ends up in some garden. As he move forward, the trees get biggest and bigger, up to some point where Ace wonder if he is still in a city or in the forest. After a few minutes, he finally manage to shake off the ghouls and dare to stop. Looking around, he notice to his left some stone walls throught the vegetation. Walking that way, he enter a small streets between a few buildings, but one feature attract his attention : An high stone tower made out of grey and black stones. The man walk up to it and realise that the place seem familiar somehow for a reason he does not understand. There is no doors on the ground level, but ace spot a window near the top.

Some weird sound draw Ace attention behind him and as he whirl around, he see an endless swarm of spider the size of his hands crawl toward him, in the alley and onto the building, covering them all like a weave crash over the beach. As he look to his left, the swarm fill that area as well. To his right, the pack of ghouls that have been pursuing him turn the corner and start to run toward him. Suddenly, his allies comes out from the broken buildings inot the alleys and start to fight out the creatures. They are hard pressed and have to fall back toward Ace.

Thinking quicky, the sorcerer summon his flying spell and goes up landing into the tower windows and draws his rope hoping to secure an escape for his friends. As he land onto the window frame, his gaze is drawn into the room beyong. It is some study, with many bookshelves around and a single desk in the middle. Behind the desk, an human ghost look back at him. While the creature is translucid, his features are clear. He have jet black hair and deep blue eyes and wear some red and blue robes bearing a white moon and black star. The apparition smile and say,
"Welcome Ace of spades."

My magic telled me the ghost was William Foan, High Mage a tha Moon Order an' Headmaster a the Arcana Stellar Academy. I'd bet my brand new hat that the circle a stone o'er there's the base a the tower from my dream. He looks to Monique as she plays her Song of Rest. Y'all know more've the history'n me. Anythin' ringin' a bell with y'all, hon?

NotScaryBats
2012-10-31, 01:28 PM
"hmm, while we're talking about such things, I gotta show this item to you two," Monique says, referring to her two religious friends, "I got the Arcane side of the equation, but there's a Divine part to it, too -- or something. Usually, I'm good at this kind of thing, but I can't quite place it. What do you think?" She removes her Rod from her pack and shows it to Ashe and Bolerum. Ace has already seen it. To him, she clarifies, "There are two enchantments on it -- one, to protect it, and one, to unlock... something. I think its a key of some sort."

I failed my Religion check, but since you're both Divine classes you may do better?

Leewei
2012-10-31, 01:33 PM
Bolerum

Looking the item over, the paladin doesn't seem particularly impressed with it. Unsurprisingly, the primary characteristic he seeks in enchanted items is how well it smites.

After a moment, his eyes widen a bit. "These runes are Celestial. I think it's an invocation to Pelor. Maybe it'd smite undead?"

Bol is slightly less bright than a dog that was dropped on its head at birth. Here goes!

[roll0]

Edit: BWAHAHAHAHA

Gillric
2012-10-31, 02:58 PM
Ashe

This rod may even be the strange key mentioned on the map of the temple in Magdebourg. The map also mentions a cave south of the dome as an entrance to the temple, that is what we need to find.

NotScaryBats
2012-10-31, 03:37 PM
"Excellent -- glad I asked. Since this seems to be the Arcana Stellar Academy, of which Bill Foan was the Headmaster. Perhaps we will have several interesting things to look at here in Magdebourg.

"The dream of undead unsettles me. I've never fought them before . . ." the bard trails off, looking slightly frightened.

Gillric
2012-11-02, 08:33 AM
Ashe

I will return momentarily. Ashe says after taking his rest, he then stands and heads back into the ruins.

Dekkah
2012-11-02, 04:14 PM
DM
After their short rest, Ashe sprint down to the portal room and check out the enemies corpses. He find some pocket money fro most of them, but the stone mace goblin does have a leather bag with 700 gold piece, most of which look really old, probably loot found in the ruins.
Other than that ,they carry the same clan symbol as the one that Ashe killed and the elf confirm what he suspected they were doing.

Once Ashe is back with the group, the heroes set out north-west, using the same path they did many days ago. After about 20 minutes of travel, they come at the area from where they know the way ot the dome. Ashe guide the group there and after a few minutes, they come within sight of the place.

The goblins did some more digging since the last time, but not much. They can see the tip of the dome beyong the ring of dug earth around it and the many tents around it. Atop the dome, a crude goblin statue have been built, probably a representation of the goblin god or leader. Ashe scout around, and estimate the goblin to be only 15 or so, mostly weaklings workers.
After elaborating an attack plan, the heroes storm the place, killing the enemies who prefer to try to flee rather than fight.

After every goblins are dead, the heroes have a better look at the stone dome. they goblins did not completly clear it yet, but you already can see it is more than 20 feet across. Its design is quite old, with some image sculpted over it. The image is hard to really see as the goblins did some drawing of their own with paints and blood. You can see that the goblin did try to break it, but they barely scratched it and gave up.

Looking around the camp, you find not much except in the biggest tent, which probably belong the the leader. A small chest with various loot, surely coming fro the ruins from their old style. also, you realise that the camp had a lot more goblins in it at some point, but it was many days ago. They probably moved to help with the assault of the fort many days ago. Looking at corpse, you note that there was two clans living here : the one with Green stains on their equipments and one branded with two small red dots on their neck.

Ashe find from the corpse at the portal :
700 GP
6 GP
40SP
34 CP
8 ears

In the camp, you find :
250 Gold piece
20 SP
45 CP
2 Gems (worth 40 GP each)
Three small old style statues (worth 300 GHP total)
16 ears.

I moved things forward to get things into motion.

NotScaryBats
2012-11-02, 11:21 PM
dungeneering [roll0]
perception [roll1]

Carefully examining the ruins, Monique mutters to herself, "So, what? I just wave the rod around and hope?"

Leewei
2012-11-03, 07:21 AM
Bolerum

"There's probably an entrance or recepticle for it somewhere around here. Before that, though, let's get rid of this molded goblin crap."

Topple the goblin statue. Athletics: [roll0]

-- or is the statue really something else?
Perception: [roll1]
Insight: [roll2]
(as needed)

Gillric
2012-11-03, 08:42 AM
Ashe

What are you fools talking about? The key is for something inside the temple according to the map. There should be a cave to the south of here that will get us inside. Ashe begins scouting around in a southerly direction.

Perception: [roll0]

Shadow_Elf
2012-11-03, 01:25 PM
Ace
No need t'be terse, Ashe, we ain't all get yer memory fer detail. Y'all want me to use the magic map to see if that entrance shows up?

Dekkah
2012-11-04, 01:07 PM
DM
Monique inspect with interest the dome itself, while Bolerum climb onto it to first check out the goblin made statue, then push it down and break it.

Ashe search around for a few minutes and manage to find an hidden cavern roughly 200 feet away from the goblin camp. It was well hidden with stone and bushses, and the elf cannot find any recent traces here, making him quite certain that the goblins did not notice it at all. From what he can see, the entrace is natural, only a few feets wide, but inside, it seem to have been altered, dug by some humanoids using picks and shovels.

What do you do?

Gillric
2012-11-04, 06:01 PM
Ashe

Noting the entrance, Ashe moves back to the others.

I think I have found the entrance mentioned on the map. Follow me. Ashe then leads the others back to the cave.

NotScaryBats
2012-11-05, 12:21 PM
After taking a final look at the dome, Monique comes jogging after Ashe, "Coming," she says.

Shadow_Elf
2012-11-05, 12:23 PM
Ace
Good eye, Ashe. Let's git goin' then.

Leewei
2012-11-05, 01:56 PM
Bolerum

Pausing only to kick at the fallen statue's head, the paladin heads into the tunnel.

Bolerum will head in first if others agree.

Dekkah
2012-11-06, 11:40 AM
DM
The heroes gather around the small entrace. Pulling out a torch, they look deeper into the cavern. As Ashe notice, it seems like a natural small cave entry, but deeper it seem to have been enlarge a little by human means. It look like that the ones that found this and explored it kepot the entry intact and small to be able to efficiently hide it.

Bolerum goes in first and have to struggle to pass the opening, but once inside, there is enough room for him. He goesin for a dozen feets and the floor angle down 45 degrees. The group follows the only path and they estimate that he go down at least 60 feet deeper below the ground level before they reach a flatter and lager section of the cavern.

The adventurers sees some ruins down there, remnants of old buildings wall. Looking around, the cave keep going north in what seem to be some old buried streets. The celling is irregular and quite low and you get the impression that whatever buried this came from the east, as the celling is higher against the building there and get lower and lower toward the west side up to the ground level. The building style is quite similar to the other ruins you've seen around.
Around here too you can see that some of the wall have been dug, to widen the area. The few building wall you see also have been cleared a little and search. Taking a few moments to inspect inside the cleared building, it is evident that the people who came before you already took whatever valuable they found.

There is only one path, so the heroes keep going forward roughly an hundread feets until they reach the end of the natural cavern. At that point, they notice a tunnel dug right into the west wall, which apparently link up with an other large natural cavern with more ruins. Taking care to check out the ruins first, the heroes follow that path which quickly lead up to an half broken down wall.

Inside that wall, the floor which have been mostly rough stones you all assume to be ancient streets, becomes a floor made out of greater quality polished stones. To your left, the natural stone celling angle down closing up with the ground. But to your right, you see a stone wall still in good shape, with a closed door. A little further, you spot a reinforced double door decoreated with a large sun effigy. You also note that even further, there is an other open door which apparently lead into a crumbled area. You notice that the celling isnt made of worked stone and did not survive whateven happened to the area. On the ground, many broken stones, probably remains of the old celling, have been moved to the south side of the room to clear the ground.

Dungeoneering , history and religion could be good skill to roll you have some interest :).

What do you do?

Here is a crude map of the place (paint made for now, as I forgot my usb key).
MAP :
http://img248.imageshack.us/img248/6706/caveb.jpg
The Green dot is the cavern entrace.
The large pink dot is the approximate area of the dome .
Light Grey lines are worked stone walls.
Yellow is the natural cavern ground.
Orange is the dug tunnel (see naration)
Dark grey is the polished stone floor.
Majenta lines are doors.

Leewei
2012-11-06, 12:22 PM
Bolerum

The holy warrior scratches his beard as he considers the oddly subterranean sunburst.

Religion: [roll0]

NotScaryBats
2012-11-06, 01:32 PM
"Yknow, the dome was decorated with Pelorian imagery. This door might lead inside," Monique says to Bol, who is examining the door. Assuming she gets the okay, she brandishes the rod and tries to open the door.

Leewei
2012-11-06, 02:00 PM
Bolerum

"That's Pelor's house, all right. That symbol is old -- 700 years old."

Gillric
2012-11-06, 02:39 PM
Ashe

Put that rod away, we don't have need of it yet. According to the map, it fits a lock deep within the temple. Also, by my reckoning the double doors lead into a hall filled with statues and the other door provides access to the dorms.

Ashe moves up to the double doors and inspects them to see if they are locked or trapped.

Perception: [roll0]

Dekkah
2012-11-06, 02:56 PM
DM
Bolerum intercept Monique before she push them open and inspect the doors. They does not appear to be locked, nor trapped.

What do you do? Go in or not?
I ask because you kinda stopped Monique lol.

Gillric
2012-11-06, 07:30 PM
Ashe

Seeing that it seems safe to do so, Ashe gently eases open the door.

NotScaryBats
2012-11-06, 08:46 PM
"Jeez, I'm dying to use this thing," Monique says, gently stroking the ancient rod. She takes up position in the center of the party, and tries to keep an eye out for ambient magic, like enchanted items or traps.

Should you want me to roll arcana in the future [roll0]

Shadow_Elf
2012-11-06, 09:09 PM
Ace
The sorcerer whistles as they enter the cavern. Oo ye yi, ain't this somethin'? Half a city, jus' buried un'er the ground like this... he says to no one in particular, shuffling his deck absently as he looks around the room.

Not that any of this will help:
Dungeoneering: [roll0]
Perception: [roll1]
History: [roll2]

Dekkah
2012-11-07, 12:21 PM
DM
Ashe, Bolerum and Monique gather around the door to inspect it, while Ashe look at the natural walls. The elf look at the double door for traps and find none then push the door open. As the two door open up, two drawings on the floor light up, one red and one blue, and a blast of cold and hot energy slam into the heroes. Ashe and Monique manage to protect themselves against the cold one, while Ace is out of the burst effect. Bolerum isnt as lucky and take the full force of the blue rune, sending him back against the wall and off his feets. A split second later, a hot weave of energy emanating from the red rune hit, and this time no one manage to evade it. Ashe and Monique are launched against the wall ending up on their back, while Ace leg are swept from under him, making him fall prone face first. As the heroes regain theirsenses, the runes slowly fade out but are still visible.

Looking beyong the now open double door, the heroes can see an other set of door at the end of a 50 feet long corridor. Upon that door, an other golden sun decorate the door, but this one emanate some yellow light that illuminate half the corridor. On each sides of the hallway, you can see 5 statues of humans. These are well made and human sized, and are of various style. You can easyly see that some were fighter, priest, paladins and even mages. Behind the statues, the wall is decorated with a painting where the statue itself appears. Each scene are different, from full scale battles to the simple healing of woundeds.

The celling of the room is 30 feet high, and near the top, a series of decorated windows would give light to the hallway if their were not buried by stone. They seem to have resisted the external earth and stone, but many are cracked, as is part of the celling in the middle of the hallway.


I assume that you all carry torches (that is how I've establish light..If I am wrong, tell me who carry one and who dont).

Opeing the doors trigger the traps (funny that you did try to detect it... which you guys dont often do.... and rolled crap).

Blue rune :
Triggered action : Close burst 3 (blue square)
Attack on Ashe (+2 (CA - Surprised)): 13 VS Reflex (Miss)
Attack on Monique (+2 (CA - Surprised)): 13 VS Reflex (Miss)
Attack on Bolerum (+2 (CA - Surprised)): 28 VS Reflex (Hit)
Hit : 15 Cold damages, slide target 2 (Bolerum to X10) and knock prone.

Red rune :
Triggered action : Close burst 3 (Red square)
Attack on Ashe (+2 (CA - Surprised)): 28 VS Reflex (Hit)
Attack on Monique (+2 (CA - Surprised)): 24 VS Reflex (Hit)
Attack on Bolerum (+2 (CA - Surprised)): 29 VS Reflex (Hit)
Attack on Ace (+2 (CA - Surprised)): 30 VS Reflex (Hit)
Hit : 13 fire damages, slide target 2 (Ashe to X8, Monique to X9, Bolerum Forfeit, Ace Forfeit) and knock prone.

The first round can be made in any order and you guys should roll initiave as you post it (which will decide the real order of the next round).


It is your turn to react .



Initiative :
Round : 1
Monique.................. :
Bolerum................... :
Ace........................ :
Ashe....................... :

Monster Status :


Players Status

(X10) Bolerum: [B]35/53, TEMP HP = 0, Healing surges : 10/12
Prone

(X9) Monique : 20/44, TEMP HP = 0 , Healing surges : 8/8
Bloodied
Prone

(X8) Ashe : 36/49, TEMP HP = 0, Healing Surges : 5/7
Prone

(W12)Ace 26/42, TEMP HP = 0, Healing Surges : 4/6
Prone




MAP :
http://img62.imageshack.us/img62/2379/ruinsk.jpg
Redish Broen are the natural cavern walls.
Blackness is unexplored area.
Black shade is explored area, but in darkness.
Blue and Pink symbols are the pulsating runes (U8 and U9)
Icon over a Grey circle are Statues.
Loose rocks on ground are rumbles (Difficult terrain)

Dekkah
2012-11-07, 12:26 PM
DM
Ashe, Bolerum and Monique gather around the door to inspect it, while Ashe look at the natural walls. The elf look at the double door for traps and find none then push the door open. As the two door open up, two drawings on the floor light up, one red and one blue, and a wind of cold and hot energy fall upon the heroes. Ashe and Monique manage to protect themselves against the cold one, while Ace is out of the burst effect. Bolerum isnt as lucky and take the full force of the blue rune, sending him back against the wall and off his feets. A split second later, a hot weave of energy emanating from the red rune hit, and this time no one manage to evade it. Ashe and Monique are launched against the wall ending up on their back, while Ace leg are swept from under him, making him fall prone face first. As the heroes regain theirsenses, the runes slowly fade out but are still visible.

Looking beyong the now open double door, the heroes can see an other set of door at the end of a 50 feet long corridor. Upon that door, an other golden sun decorate the door, but this one emanate some yellow light that illuminate half the corridor. On each sides of the hallway, you can see 5 statues of humans. These are well made and human sized, and are of various style. You can easyly see that some were fighter, priest, paladins and even mages. Behind the statues, the wall is decorated with a painting where the statue itself appears. Each scene are different, from full scale battles to the simple healing of woundeds.

The celling of the room is 30 feet high, and near the top, a series of decorated windows would give light to the hallway if their were not buried by stone. They seem to have resisted the external earth and stone, but many are cracked, as is part of the celling in the middle of the hallway.


I assume that you all carry torches (that is how I've establish light..If I am wrong, tell me who carry one and who dont).

Opeing the doors trigger the traps (funny that you did try to detect it... which you guys dont often do.... and rolled crap).

Blue rune :
Triggered action : Close burst 3 (blue square)
Attack on Ashe (+2 (CA - Surprised)): 13 VS Reflex (Miss)
Attack on Monique (+2 (CA - Surprised)): 13 VS Reflex (Miss)
Attack on Bolerum (+2 (CA - Surprised)): 28 VS Reflex (Hit)
Hit : 15 Cold damages, slide target 2 (Bolerum to X10) and knock prone.

Red rune :
Triggered action : Close burst 3 (Red square)
Attack on Ashe (+2 (CA - Surprised)): 28 VS Reflex (Hit)
Attack on Monique (+2 (CA - Surprised)): 24 VS Reflex (Hit)
Attack on Bolerum (+2 (CA - Surprised)): 29 VS Reflex (Hit)
Attack on Ace (+2 (CA - Surprised)): 30 VS Reflex (Hit)
Hit : 13 fire damages, slide target 2 (Ashe to X8, Monique to X9, Bolerum Forfeit, Ace Forfeit) and knock prone.

The first round can be made in any order and you guys should roll initiave as you post it (which will decide the real order of the next round).


It is your turn to react .



Initiative :
Round : 1
Monique.................. :
Bolerum................... :
Ace........................ :
Ashe....................... :

Monster Status :
(U8) - Blue Rune........ :
(U9) - Red Rune...........:


Players Status

(X10) Bolerum: [B]35/53, TEMP HP = 0, Healing surges : 10/12
Prone

(X9) Monique : 20/44, TEMP HP = 0 , Healing surges : 8/8
Bloodied
Prone

(X8) Ashe : 36/49, TEMP HP = 0, Healing Surges : 5/7
Prone

(W12)Ace 26/42, TEMP HP = 0, Healing Surges : 4/6
Prone




MAP :
http://img41.imageshack.us/img41/2666/ruinsv.jpg
Redish Broen are the natural cavern walls.
Blackness is unexplored area.
Black shade is explored area, but in darkness.
Blue and Pink symbols are the pulsating runes (U8 and U9)
Icon over a Grey circle are Statues.
Loose rocks on ground are rumbles (Difficult terrain)

Shadow_Elf
2012-11-07, 12:50 PM
Ace
The one time we actually check before rushin' in... grumbles Ace, patting himself down and looking at his singed clothing disapprovingly. With a touch of his hat, illusions cover up the burns on his clothes, but do nothing to quell the pain.

In any tales of mysterious statues in ol' ruins I've e'er heard, they're always wont to come ta life an' set ta choppin' up nosy spelunkers... oh, an' this cave-in? Not natural, an' I'm certain of it. Some cataclysmic magic was unleashed in ol' Magdebourg, an' it caused the city to collapse like this.

Leewei
2012-11-08, 10:50 AM
Bolerum

"Kord would not find a warrior worthy that was driven back by literature," the paladin grumbles.

Minor: Stand up.
Standard: Invigorating Presence to benefit from second wind and grant all nearby allies 12thp.
Move: Advance to V9.
Minor: Armor to full AC.

If needed, Initiative: [roll0]

NotScaryBats
2012-11-08, 05:16 PM
Monique finally recalls the map the group discovered as her head hits the wall. "I think this room's trapped -- obviously -- but didn't the map say it was linked to the statues or something?"

The bard picks herself up and assumes a cautious posture, examining the runes if she can.

init [roll0]
move stand
standard total defense in case the runes attack each turn
minor nothing

do the runes seem active -- attacking each turn -- or just like a triggered attack?

Dekkah
2012-11-09, 09:57 AM
DM
Bolerum stand up with great agility and move up to the door. As he walk, he call upon his god for healing and protection, bolstering himself and his allies.

Ace also rise to his feets and ready himself in case the statues would spring to life.

Monique stand up and prepare herself for some more assault and look at the runes.

Ashe also stand up and ready himself in case some enemies would show themselves.

The runes doesnt burst again and are slowly fading. Still it is evident that they are simply becoming invisible again and are still there.

Bolerum second wind and give 12 THP to his allies.

Monique total defense.

Ace ready himself.

I took a simple turn for Ashe (Stand up and ready a charge toward enemies)

The runes doesnt burst again but are still there. You know they are there to block the path and will require to be disabled (Theivery or Arcana while adjacent)

It is Ashe turn.


Initiative :
Round : 2
Ashe.......................(24) : <-----Active Player
Bolerum................... (22):
Monique.................. (16):
Ace........................ (10): (Readied)


Monster Status :
(U8) - Blue Rune........ :
(U9) - Red Rune...........:


Players Status

(V9) Bolerum: 48/53, TEMP HP = 0, Healing surges : 9/12
+2 all defense USNT (Second wind)

(X9) Monique : 20/44, TEMP HP = 12 , Healing surges : 8/8
Bloodied
Total defense

(X8) Ashe : 36/49, TEMP HP = 12, Healing Surges : 5/7
Readied a charge if enemeies show up

(W12)Ace 26/42, TEMP HP = 12, Healing Surges : 4/6
Readied VS animated Statue if clear line.



MAP :
http://img827.imageshack.us/img827/3041/ruinsm.jpg
Redish Broen are the natural cavern walls.
Blackness is unexplored area.
Black shade is explored area, but in darkness.
Blue and Pink symbols are the pulsating runes (U8 and U9)
Icon over a Grey circle are Statues.
Loose rocks on ground are rumbles (Difficult terrain)

NotScaryBats
2012-11-10, 01:31 AM
Since we can post out of turn...
[roll0] arcana check

Monique, seeing the runes aren't actively hostile anymore, moves up to the blue one and tries her hand at disabling it.

Shadow_Elf
2012-11-10, 01:34 AM
Ace
The sorcerer attempts the same for the red rune.

Move: V10 if I can disable it from there, on top of the red rune if I can't.
Standard Action: Disable Attempt

Arcana: [roll0]

Leewei
2012-11-10, 09:46 AM
Bolerum

Glowering at the runes, the paladin remains ready for combat.

Standard: Full Defense
Move: n/a
Minor: Armor to full AC.

Shadow_Elf
2012-11-10, 12:25 PM
Ace
These runes aren't a trap placed in tha Temple by the priests; they were added recently, probably by a mage lootin' the place an' wantin' none ta come after em' in one piece. S'unlikely, but they might even still be inside there...

Standard Action: Disable Red Rune
Arcana: [roll0]

Dekkah
2012-11-12, 12:31 PM
DM
After a few seconds, when the heroes doesnt notice any imminent danger, Monique and Ace move toward the runes. They start ot inspect them, looking for a way to disable them. The runes are complicated and they both manage to break throught some of their defenses, but there is still work to do to really remove them.
Bolerum keep a defensive posture near his ally in case some monster shows up.

Meanwhile, Ashe move toward the closed door and open it up. As he expected from the map he have, he enter some ancient dormitory. He stroll inside and check out the place for a few moments, then come back to the hallway.

Monique first roll is a succes, but her second faill.
Ace first roll is a success, but his second fail.

Bolerum keep being in total defense.

Ashe goesin and out fo the room in the two round.(a reply will come in your private post).

I'll keep the initiative in the background for now (we can play out of turn and arent restricted by turns (can delcare multiples actions and sttuf), so you guys can tell me what you plan to do in the next few rounds (I know bolerum wait for his friend to disable the runes or that some enemies show up)

Those working on the runes can roll multiples rolls at the same time (lets say up to 4).

From what I understand, Ace and Monique will work on the same rune. Once you disable one, do you keep working on the second one (assuming that the path ahead look possible once one is disable)?


Initiative :
Round : 4
Ashe.......................(24) : <-----Active Player
Bolerum................... (22):
Monique.................. (16):
Ace........................ (10):


Monster Status :
(U8) - Blue Rune........ : Disabling =1/3
(U9) - Red Rune...........: Disabling =1/3



Players Status

(V9) Bolerum: 48/53, TEMP HP = 0, Healing surges : 9/12
+2 all defense USNT (Total defense)

(V8) Monique : 20/44, TEMP HP = 12 , Healing surges : 8/8
Bloodied

(V15) Ashe : 36/49, TEMP HP = 12, Healing Surges : 5/7

(V10)Ace 26/42, TEMP HP = 12, Healing Surges : 4/6



MAP :
http://img526.imageshack.us/img526/4085/ruinsg.jpg
Redish Broen are the natural cavern walls.
Blackness is unexplored area.
Black shade is explored area, but in darkness.
Blue and Pink symbols are the pulsating runes (U8 and U9)
Icon over a Grey circle are Statues.
Loose rocks on ground are rumbles (Difficult terrain)

Shadow_Elf
2012-11-12, 12:42 PM
Ace
We'd best focus our attention on one rune fer now, hon. Shall we start wit' red?

Standard Action: Disable Attempt Red

Thievery: [roll0]

Dekkah
2012-11-12, 12:52 PM
DM
Seeing how complicated the magic of the rune is, Ace start to focus more on the physical aspect of it. After a few seconds or trying to break it down safely, he note that it isnt easyer that way.

Ace fail his thievery.

You can post more rolls if you want Shadow (let say up to 3 more, not to go too far ahead of Monique tries).

Shadow_Elf
2012-11-12, 12:59 PM
Ace
Getting somewhat frustrated, Ace adjusts his hat and stares at the rune with his hands on his hips. By the Lady, these things're more complicated'n I gave em' credit fer. I'd thank ye kindly fer the pull an' not the push fer a few mo's, Lady Above, he mutters, before flexing his fingers and getting back to work.

Check 1: [roll0]
Check 2: [roll1]
Check 3: [roll2]

Leewei
2012-11-12, 01:15 PM
Bolerum

"Recently-made, yet complicated? Would these be the work of the goblins' wizard ally?"

Shadow_Elf
2012-11-12, 02:40 PM
Ace
Though initially optimistic, Ace is quickly disappointed once more as his ongoing attempts continue to have little effect. Y'know, the same thought'd occurred ta me. If 'e's searchin' fer the Chest o' Ne'er, maybe s'less legend an' more real than Flammemorte thought.

NotScaryBats
2012-11-12, 03:13 PM
Monique turns to work on Ace's rune, hoping that in the worst case scenario, at least one rune will be disabled.

Four Arcana Rolls:
[roll0]
[roll1]
[roll2]
[roll3]


"Even if he's looking for it, without this key, I think the ancient magic here is strong enough to keep even a wizard out. . . I hope."

Dekkah
2012-11-12, 03:40 PM
DM
Ace keep working on the rune and nanage to disable a little bit more. Monique Join him and start working on the same rune, and after a few seconds she takea bad decision as she work on one of the rune junction and the runes burst burning air again that shove the three heroes against the wall behind them and burning them deeply. Only Ashe escape it, as he is still at the other door to the east.

After the brust, the rune start to slowly fade again to return to its hidden form.

Ace succeed to disable the blue one more with his 23 (the other roll wont be used as Monique kinda interrupt them)

Monique first attempt on the rune (18) fail and trigger the rune again.

Red Rune :
Triggered action : Burst 3
Attack on Monique : 21 VS REflex (Hit)
Attack on Monique : 24 VS REflex (hit)
Attack on Monique : 20 VS REflex (Hit)
Damage : 23 fire damage, push 2 and knock prone (wow... that was an awesome roll)

All the roll you made after arent valid now (as I doubt you simply keep using the same strategy)... may be wrong. I'll require reroll unless you keep rolling individually.

SOrry I did not had time to update the map...

NOTE : I realise that I kinda skipped one turn for Monique compared to Ace, but I had already given Ace his second roll result. so I kept it that way. Beside, it is good for you as it is one less success to have .

Initiative :
Round : 5
Ashe.......................(24) : <-----Active Player
Bolerum................... (22):
Monique.................. (16):
Ace........................ (10):


Monster Status :
(U8) - Blue Rune........ : Disabling =1/3
(U9) - Red Rune...........: Disabling =2/3



Players Status

(X9) Bolerum: 25/53, TEMP HP = 0, Healing surges : 9/12
Bloodied
+2 all defense USNT (Total defense)
Prone

(X8) Monique : 9/44, TEMP HP = 0 , Healing surges : 8/8
Bloodied
Prone

(V15) Ashe : 36/49, TEMP HP = 12, Healing Surges : 5/7
Prone

(X10)Ace 15/42, TEMP HP = 0, Healing Surges : 4/6
Bloodied
Prone




MAP :
http://img526.imageshack.us/img526/4085/ruinsg.jpg
Redish Broen are the natural cavern walls.
Blackness is unexplored area.
Black shade is explored area, but in darkness.
Blue and Pink symbols are the pulsating runes (U8 and U9)
Icon over a Grey circle are Statues.
Loose rocks on ground are rumbles (Difficult terrain)

NotScaryBats
2012-11-12, 03:44 PM
Monique coughs, taken aback by the huge fiery explosion. "Can we just jump over them?" She says weakly.

Shadow_Elf
2012-11-12, 04:22 PM
Ace
Sputtering, and once more adjusting his illusions to cover up his burns and scrapes, Ace quietly thanks Bolerum for his divine protection, which shouldered at least half the impact. Even through Bole's protective shield, that explosion hurt somethin' fierce. I'm thinking jumpin' em' might be the best thing; one wrong move, an' we're just gunna set em' off again. Bole an' Ashe can jump em' pretty reliably, I'd wager; they aren't very big. I've got a spell that'll let Mo' an' I walk over em' on my cards simple-like. But a rest an' some a Monique's music might be in order before we try that; would hate to face whoever set those runes in the sorry state we's in.

NotScaryBats
2012-11-12, 07:34 PM
"Yeah, sorry guys. I wish I could've erased it, but..." she grins sheepishly, a little worried that her arcane knowledge isn't up to snuff.

I'm for taking a rest, then trying to vault the runes if you guys are up for that.

Dekkah
2012-11-13, 11:22 AM
DM
Picking themself up, and seeing no other danger around, they start to rest and clean up their wounds. As they do, Monique and Ace analyse how the rune trigger works as asked by Bolerum.
Of course, they already know that making a false movement while trying to disable them does set them off, but they also realise that any kind of movement over them will trigger them. The doors are actually what triggered them in the first place, and they were pushed open over them.

Looking at the runes, they realise that going across them might be possible, but it would require a good deal of agility to squeeze between them and keep their balnce to get on the other side.

You guys can rest... How many surge do you wish to spend? And what do you do?

One of the option would be to use acrobatic to passe between them.
It would be a DC 15 acrobatic, and count as squeezing while doing so (move count as 2 squares)

NotScaryBats
2012-11-13, 12:16 PM
Monique spends two surges on the rest. Assuming we go with the aid another and finish the red rune: here are my rolls in order:
arcana [roll0]
[roll1]
[roll2]
Let's hope we succeed!!

Shadow_Elf
2012-11-13, 12:32 PM
Ace
The Vistani takes a few minutes to catch his breath, and then assists Monique with the rune.

Spend 2 Surges, putting me @ full

Aid Another: [roll0]
Aid Another: [roll1]
Aid Another: [roll2]

Dekkah
2012-11-13, 12:53 PM
DM
The heroes take a few moments to rest with Monique relaxing song doing its work. Once they are ready, Bolerum and Ashe move out of the rune radius and wait for their ally to do the disabling work.
At first, Monique is nervous and lack focus. She nearly trigger the runes twice, but Ace is quick to stop her at the right time. The bard stop fora second to regain her senses and focus, then with Ace help, they manage to completly remove the red runes, which blink once, then fade to nothingness.

Ok, you guys rest.

I think Monique song of rest add 5 HP to the surges right??

So Ace spend two surge to get to full.
Monique spend two surges to regain 32 HP = 41/44.
EDIT : AShe spend 1 surge to get to full HP

You removed one rune... yay!!

What do you do (who goes in, who stay where, etc.)

Initiative :
Round :
Ashe.......................(24) : <-----Active Player
Bolerum................... (22):
Monique.................. (16):
Ace........................ (10):


Monster Status :
(U8) - Blue Rune........ : Disabling =1/3
(U9) - Red Rune...........: Disabled


Players Status

(W12) Bolerum: 25/53, TEMP HP = 0, Healing surges : 9/12
Bloodied
Prone

(V9) Monique : 41/44, TEMP HP = 0 , Healing surges : 6/8
Bloodied
Prone

(V12) Ashe : 49/49, TEMP HP = 12, Healing Surges : 4/7
Prone

(V10)Ace 42/42, TEMP HP = 0, Healing Surges : 2/6
Bloodied
Prone




MAP :
http://img585.imageshack.us/img585/4085/ruinsg.jpg
Redish Broen are the natural cavern walls.
Blackness is unexplored area.
Black shade is explored area, but in darkness.
Blue and Pink symbols are the pulsating runes (U8 and U9)
Icon over a Grey circle are Statues.
Loose rocks on ground are rumbles (Difficult terrain)

Shadow_Elf
2012-11-13, 08:40 PM
Ace
The Vistani gives Monique a fatherly grin. Well done, hon. Allons-y! If we're careful-like not ta be trudgin' 'cross the blue one, we ought ta be just fine. An' if anyone's thinkin' a jumpin' us down 'ere... We might consider tryin' ta fling em' into the blue rune.

NotScaryBats
2012-11-14, 12:33 AM
Monique flashes a grin at Ace, "We got it."

She carefully enters the hall and looks around, keeping an eye out for more traps, and attempting to identify the statues if she can.

Take my time moving carefully.
[roll0] perception
[roll1] history

Dekkah
2012-11-14, 11:30 AM
DM
Monique slowly move into the room, carefully avoiding the blue rune area, which became invisible again after about 20 seconds.
As the bard move forward, she doesnt notice any traps, nor any danger. The cracked celling and windows look stable enough. She pause a little in front of every statues and after about a minute, she is done inspecting them and is in front of the double doors bearing the golden sun. The radiant light comes from that metallic sun, which give illumination roughly like a torch would.

PM incoming with information on perception and history.

What do you guys do?



Initiative :
Round : (On hold)
Ashe.......................(24) : <-----Active Player
Bolerum................... (22):
Monique.................. (16):
Ace........................ (10):


Monster Status :
(U8) - Blue Rune........ : Disabling =1/3
(U9) - Red Rune...........: Disabled


Players Status

(W13) Bolerum: 44/53, TEMP HP = 0, Healing surges : 8/12

(L9) Monique : 41/44, TEMP HP = 0 , Healing surges : 6/8

(V13) Ashe : 49/49, TEMP HP = 12, Healing Surges : 4/7

(V10)Ace 42/42, TEMP HP = 0, Healing Surges : 2/6




MAP :
http://img109.imageshack.us/img109/8462/ruinso.jpg
Redish Broen are the natural cavern walls.
Blackness is unexplored area.
Black shade is explored area, but in darkness.
Blue and Pink symbols are the pulsating runes (U8 and U9)
Icon over a Grey circle are Statues.
Loose rocks on ground are rumbles (Difficult terrain)

NotScaryBats
2012-11-14, 04:41 PM
"These are Pelorian heroes. I only recognized ize a few from history, but they might be more religious figures than historical ones, if you know what I mean." Having said that, the bard waits for her companions in front of the giant doors.

Shadow_Elf
2012-11-14, 10:46 PM
Ace
The sorcerer moves in after the young bard. He only looks casually at the statues, but is careful not to touch any of them. I'm thinkin' maybe one person should open the door, while t'rest o' us stand a ways back.

Leewei
2012-11-14, 11:32 PM
Bolerum

"I'll open them," the paladin volunteers. He then strides up to the doors, glancing at the statues as he passes them -- and paying particular attention to those more warlike in aspect.

Religion: [roll0]

NotScaryBats
2012-11-14, 11:34 PM
"It doesn't look trapped, but I guess that'd be a good precaution," Monique says, paying more attention to the statues than anything else.

Dekkah
2012-11-15, 11:27 AM
DM
Bolerum move up to the door, while the rest of the heroes stadn back for safety. The Kord Paladin put his hands on the door and push them open, revealing a breathtaking prayer area, bathed in some eery light. The room is vast, with an 50 feet high celling decorated with scenes of angelic creatures battling demons. Into the celling, you can see an hole were the light come from. As you eyes adjust themselves, you notice that it is surely the dome you could see outside, and that the light emante from its inner walls.

Stone walls bearing some more scenery sculpted into them can be seen on each side, toped with high windows. Some of these pictures you might have seen in old books and are no doubts in honnour of the sun god Pelor. Some of the windows are cracked, but none are completly broken.

Right under the dome, carved into the stone floor, an huge sun like the one on the double doors is drawn. It seem made of the same metal but doesnt provide any light.

Before the sun symbol on the floor, two rows of benches are defining a middle alley, while on its other side, some stair goes up 10 feets to a white altar inscribed with symbols. On the far wall, which also is bearing more scenes, you spot two doors, but what really take your eyes is the hugh statue, a representation of Pelor as a common human. While most of the sun symbols are different from the ones you are use to see, this statue is nearly identical to the ones your used to see in Pelor temples.

While you've seen extravagant temple before, decorated with luxurious material like gold statues, fine silk and stuff like that, it is the first time you see a temple with little in term of wealth, but with that much intricate details. Most temples use expert craftmens, but it is the first time you see a temple with that level of craftmanship.

Ok, here we go, you opened the double door!


MAP :
http://img210.imageshack.us/img210/2923/ruinsl.jpg
Redish Broen are the natural cavern walls.
Blackness is unexplored area.
Black shade is explored area, but in darkness.
Blue and Pink symbols are the pulsating runes (U8 and U9)
Icon over a Grey circle are Statues.
Loose rocks on ground are rumbles (Difficult terrain)
The Altar is in -J8/-J9
The two single door are at -M5 and- M 12
The pelor statue isin -M8/-N9
Th edome is right over the huge sun drawwn into the floor.

NotScaryBats
2012-11-15, 03:21 PM
Recalling some note about "weird ground" from the map of this temple, Monique cautiously enters the beautiful temple, and makes her way to the Sun Symbol of Pelor on the ground. She inspects it. "I don't mean to sound awfully sentimental, but do any of you know any prayers to Pelor? It only seems appropriate to observe some tradition, here -- considering every other visitor he's gotten in the last hundred years has been nothing more than a tomb robber."

Here are my rolls to investigate:
[roll0] Add 12 if Arcana or Religion is appropriate to inspect the sun symbol / ground. Add 4 if Perception or Dungeoneering. I think I understand that everything here is covered in protection magic, so I would not default to Arcana, if that makes sense.

NotScaryBats
2012-11-15, 07:23 PM
"Oh, and uh... I might be wrong about this, but it looks like this sun is gonna turn into a staircase when we activate the Rod. The blocks are all cut like pieces of pie... and ... well, I dunno, but that's my best guess why it would look like this -- so don't stand there when we use the Rod -- just in case!" The bard rambles half to herself, and half to her companions, bent down to look closely at the elaborate sun carved into the ground.

Shadow_Elf
2012-11-15, 07:42 PM
Ace
Bolerum, why don't y'all an' I check the back rooms fer uninvited guests? Just t'be sure; Ashe an' Mo' can git the staircase we're wantin' t'work without us, I'm thinkin'.

Dekkah
2012-11-15, 09:01 PM
DM
Following Ace idea, the heroes split up. Bolerum and Ace move to the left door to check it out while Ashe and Monique inspect the altar.

The elf and human immediatly notice that the top of the altar is cover with the same type of symbols than the rod is, disposed all around an other small sun symbol. if you can trust bolerum previous claim, it must be some other text written in supernal. The two heroes start ot inspect the altar, and they both notice that the middle part of the sun can be removed from the altar. After checking for traps and finding none, Ashe manage to remove the sun disk, which reveal a 4 inch deep and 1 foot wide concave hole. In the middle of the hole, some slot looking like a key hole is discovered. The round hole is about 2 inches wide, whle the slot itself is about an inch wide and 3 inches long. The slot itself loong at least a foot deep.
http://img692.imageshack.us/img692/6188/peloraltarhole.png

Bolerum open the first door, revealing a small labotary. This look like a place where the priest would have done rituals and prepared potions. On the west and north walls, there is some shelves. Only a few empty vials and boxes are left. You can see that this room also have been searched and surely depleted of anything good. There doesnt seem to be any other exit to that room.

Moving to the other door the sorcerer and paladin discover a large room half buried under rubbles. It appears that the north-east corner of the room did not resist whatever happened to Magdebourg a long time ago. Looking at the luxurious furniture and carpet, you guess that this was the high-priest room. Once again, the people who looted the place appear to have donne quite a good job here, as you find nothing of interest. They even cut the half buried carpet to shred, probably making sure no secret passage was hidden under it.

For all the above, I used your passive perception (you can roll active perception if you whis (tell me in which room or which feature of the main temple room you inspect).

Ashe and monique also have Arcana and Religion available to them if they wish to take some time checking out the altar.

Note that the Hole and slot image is a zoom on the altar (the altar is bigger and there is runes written all around the sun you cannot see on the image.

MAP :
http://img23.imageshack.us/img23/2403/ruinszp.jpg
Redish Broen are the natural cavern walls.
Blackness is unexplored area.
Black shade is explored area, but in darkness.
Blue and Pink symbols are the pulsating runes (U8 and U9)
Icon over a Grey circle are Statues.
Loose rocks on ground are rumbles (Difficult terrain)
The Altar is in -J8/-J9
The two single door are at -M5 and- M 12
The pelor statue isin -M8/-N9
Th edome is right over the huge sun drawwn into the floor.

Leewei
2012-11-15, 10:46 PM
Bolerum

"Farmers tend to revere Pelor," Bolerum says cautiously, "Are we sure what we're doing won't get us cursed by him?"

Looking warily at the large statue, the paladin places himself before it, seeking to shield his companions from any consquences. He then intones,

"Sun-god, know that what we do here is to take something you are guarding, that ruined your city, sank it from daylight. We're not going to use this thing. We're going to smash it!"

As applicable:
Religion: [roll0] (statue and altar markings)
Insight: [roll1] (statue expression; the mood in the temple)
Diplomacy: [roll2] (appeasing the sun god)

Shadow_Elf
2012-11-15, 11:01 PM
Ace
The sorcerer nods in approval of Bolerum's supplication. Aye, an' mighty glad we are that ye've guarded it so closely, Sun Lord. Else the greenskins'd have it, an' all this realm'd be theirs fer ruinin', he adds, not feeling at all ridiculous for beseeching the air; if Pelor can't hear them here, then Lady Luck never hears Ace's prayers, which he'd have trouble believing.

Aid Another on Diplomacy, mostly for flavour, is an auto-success.

NotScaryBats
2012-11-15, 11:17 PM
arcana [roll0]
religion [roll1]


Monique inspects the altar a moment, then a thought occurs to her. "Since we're bein' so careful, I'm just gonna take a second to read these runes, okay? Just in case there's some sort of dire warning, or command word to disable the traps, y'know?"

I will cast Comprehend Language ritual.
arcana check [roll2]

Gillric
2012-11-16, 09:41 AM
Ashe

That stairway probably leads to the crypt, I would like to visit there and if nothing else, at least pay my respects to Elíya Morlil. I had another vision granted from Sel'than Natura and I'm sure it was of the priests laying El'ya to rest within this temple.

Dekkah
2012-11-16, 09:53 AM
DM
Bolerum inspect the god statue and offer an prayer, to which Ace add his own words.

Monique Inspect the altar carefully and decide to take 10 minutes to use her comprehend language ritual, so she can read the text.

I gave the result ok skills to Bol and Monique.

Leewei
2012-11-16, 09:58 AM
Bolerum

After completing his invocation, the paladin looks up to the statue, then slowly looks about the room. At last, he speaks.

"This place was militant. The worshippers here were dedicated to seeking and smiting evil, not just observing the rising and setting of the sun. I would've liked to have shared a drink with them."

Gillric
2012-11-16, 03:04 PM
Ashe

What are we standing around for? Let's try to get that floor open.

NotScaryBats
2012-11-16, 04:50 PM
"Um, sorry Ashe, but you guys might wanna hear this. The altar says, "I am merciful to the repentant, just as the Sun of Mercy shines on me.
I am merciless to the vile, just as Holy Radiance burns evil.
I am the healer of the sick, just as the Sun Lord grant good harvest.
I am the avenger of the injured, just as the Light repel darkness."
The bard clears her throat, and feeling the party can live up to the prayer. She reads the rod, says, and "May the fallen rest with Pelor." Monique activates the mechanism with the Rod.

Dekkah
2012-11-17, 10:30 AM
DM
Monique insert the rod into the altar hole. Nothing happens as she slide it in, but as she reach the bottom, she notice that the notch carved into the rod is exactly at the right level to be slid into the 1 inch wide slot. The bard slide it into the slot, and nothing happen again. Looking around, Monique decide to rotate the rod first counter clock wise and when nothing happen, she rotate it clock-wise, which seem to activate the magical mechanism.

As the heroes guessed, the floor in the middle of the Pelor symbol start to move. the stone slowly start to lower themselves, starting on the left side and going clock-wise forming as stairway leading down bellow. After about a minute, the stairway is in place.

Monique try to rotate the rod counter clockwise and the stone start to move again, returning to their original place. She active the stairway again and once it is open, she try to remove the rod, so no one could close it behind them. Once open, the stairway stay open even if the rod isnt there.

The heroes gather around and after Ashe detect no traps, they move down into the new possible path. They go down in a full circle, going roughly 20 feet deep bellow the temple where they reach the bottom and a small simple room 20 feet by 20. Only one corridor lead out of that room and lead into a larger room. Bolerum lead the way, with AShe not too far to make sure imminentn danger are picked up by the elf keen senses.

The heroes enter next the room and walk forward to inspect it. It is 30 feet wide and 60 feet long. The side wall are decorated like the rest of the temple, with scene of heroes battlinghordes of undeads to the left and Pelor himself with celestial creatures battling demons. As you reach the middle of the room, what strike you is that it is quite a lot warmer than the rest of the temple. Once your torch light reach the end of the room, you noticea set of double door branded with the same Pelor sun symbol as before.

Suddenly, a red runes flicker a second in the air right in front of the door, then split up in half and open up like one would open curtains and a creature step out from thin air into the room.

The creature look like the angels on the wall, but you can see some redish hue into his feather wings, flickering like fire. Hear wear a chainmail armor and weild a longsword and dagger, made of some translucid metal looking like crystal. Within the weapon, you see some red glow, like hot cinders. The creature stand in place and his gaze scan the heroes for a few seconds the say,
"Stop right there, none of you have clearance to pass these door."
http://img713.imageshack.us/img713/3425/sencfirethingy.jpg

While the creature doesnt attack, he is ready for battle.

To save time, I moved things forward assuming you would play with the rod until you find how to activate it, then go into the stairs.

What do you do.

Note that I forgot my USB key, so that is why I dont have the new icons for your characters.... I'll change them monday.

What do you do?

Note : TO identify the creature, it is a religion check.

Map :
http://img834.imageshack.us/img834/8092/pelorl2.jpg

Shadow_Elf
2012-11-18, 02:53 PM
Ace
The sorcerer steps forward and tips his hat to the angel. Pleased t'meet'cha, honoured servant a' Pelor. Ain't many angels o' valor hangin' round these parts. I'm called The Ace o' Spades, and these here are Bolerum of Kord, Ashe Natura an' Monique D'Etat. The region's beset by goblins an' orcs an' giants an' the like, makin' misere all about an' killin' farmers left an' right. They were tryin' ta break inta the temple, but we routed em'. We was hopin' whatever was bein' kept down here could help us send the damn greenskins back where they came from with their tails 'twixt their legs.

Diplomacy: [roll0]

NotScaryBats
2012-11-18, 05:40 PM
"I don't know if any of this order still live, but I've read your prayers, and Bolerum here knows all about burning evil with holy Radiance. What I'm saying is, we can help preserve your ideals now that Magdebourg is gone," The bard steps up with her ally to convince the angel of their sincerity.


aid another with diplomacy
[roll0]
use words of friendship if poss for +5 more

Leewei
2012-11-18, 09:31 PM
Bolerum

The paladin looks the guardian up and down. His hand is near Greenbane's hilt, however the blade remains sheathed for now.

Religion: [roll0] to identify the being.

Dekkah
2012-11-19, 09:54 AM
DM
The Angel listen careful and after a few second, he visibly relax a little. While he still is ready for battle, his attitude isnt as agressive and his tone softer when he reply.
"You can call me Xelmoyr. I'm sadden to hear about the trouble you are suffering mortals and I hope Pelor light will shine your way in this conflict."
You all can see some real compassion in the creature angelic face and tone,
"I wish that you manage to repel those vile creatures before their do too much damage to your lands. But saddly, I'm bound to my words here and cannot let you pass this door."
The angel look at Bolerum and say respectfully,
"I know Kord valor and strengh, but this is a Pelor temple and you have no autority here, and I doubt any of you have either since I cannot feel nor see the Sun lord presence upon you."
To Monique benefit, the angel add,
"I'll add that Pelor's ideals are universal Monique D'Etat. This Pelor temple might be located in Magdebourg, but my lord grasp goes beyong simple location. And this temple members might all have fallen, but my god is still strong and broadly revered."
Looking back toward Ace, the angel say,
"Fear not The Ace of Spades, as I wont let you proceed further, goblin wont either. I highly doubt an invading army, more so one composed of goblins, would have the support of a Pelorian priest to grant them access to the vault and crypts."

Gillric
2012-11-19, 10:20 AM
Ashe

I come to pay my respects to one entombed within, would you begrudge me that?

Dekkah
2012-11-19, 10:42 AM
DM
The creature shake his head as he answer the elf,
"This is a noble reason, but you will have to do it from here or up there in the temple. I am sorry, my orders are clear here, you do not qualify to gain access beyong these doors."
The creature broaden his shoulder to emphasis his determination, but keep his weapon lowered.

Shadow_Elf
2012-11-19, 11:00 AM
Ace
The sorcerer nods. I think I un'nerstand, noble Xelmoyr. Perhaps we'll meet again un'ner more... ideal circumstances. Assuming his friends have naught more to add, Ace tips his hat and makes to leave.

Dekkah
2012-11-19, 11:19 AM
DM
As Ace heads out, the angel nod farewell to him,
"May Pelor light shine upon your path mortal."

You still can interact with him, as he stay there even as you leave.

Or you can act/talk among yourself in the main room.

Leewei
2012-11-19, 07:00 PM
Bolerum

"The goblins have been capturing farmers in the area and enslaving them. Perhaps ... perhaps we can find one able to sway the angel."

NotScaryBats
2012-11-19, 07:59 PM
"Do you have the Chest of Never back there? Who gave you the order to protect this place? What would I need to do to gain access? Convert? I could do that. Do you know what happened to Magdebourg to destroy it? Can you summon other angels - the enemies will overwhelm you if you are alone."

Monique asks the questions slowly, waiting for a response for each before asking the next. She's always been a polytheist, and offers Pelor the same reverence she offers any god. Still, she's never been particular in her prayers.

Dekkah
2012-11-19, 08:22 PM
DM
The angel look at Monique and reply,
"I dont know the exact inventory back there, and even if I knew, I would not reveal it."
At the second question, the angel think a little then say,
"I have been assigned this duty by the holy lord, in reward to the mortal who built this place, for his deeds and the glory he brought to Pelor."
As you ask the thrid question, the angel start to look a little irritated, and when you mention converting he shake his head,
"One cannot change his heart calling like that. The lord faith must be deep to convince me Monique D'Etat."
The angel shrug at the mention of Magdebourg faith,
"So it have been destroyed then, that is why I havent been summoned for such a long time."
At the mention of danger from goblin, the creature smile apparently sure of himself,
"Fear not for me, goblin wont pass, as you would not had if you had tried to force your way in."

I assume bolerum is something he says when you are alone, and if he say that in front of the Angel, he wont say anything anyway.

Shadow_Elf
2012-11-19, 08:33 PM
Ace
Once the group has ascended the stairs, Ace faces his companions. He wants t'help us, but he's bound by the letter a his orders. We need t'find a priest a Pelor t'sponsor us; that's what he was tryin' t'get at when he said he doubted the goblins would have the support of a priest o' Pelor. Once we've got a true believer o' the faith, I'm thinkin' ol' Xelmoyr'll let us gain access. I can tell he's practically chompin' at the bit t'help good folk like us, but again, rules're rules. At least now we can be confident the goblins' won't be winnin' the race t'git 'ere.

NotScaryBats
2012-11-19, 10:29 PM
I had asked if he knew what had destroyed the city, was that a blatant or accidental skirting of the question?

"Man, we could totally pass by force -not that iI say weshould . it's justsso frustrating that we have to turn back so close to the end. Now I bet we'll be jumped on the way out, too." Monique kicks the ground, clearly upset at the situation. She carefully pockets the Rod and takes out her Orb, passing it between her hands as she talks.

Shadow_Elf
2012-11-21, 12:37 AM
Ace
First o' all, Mo', I know this Chest is important ta ye, but attacking the lawful agent o' a benevolent deity ain't a way t'get y'self inta the good books, hon. Second, I'm not so sure we could; Angels o' Valor may be the shock troops' a the heavens, but they ain't no pushovers neither. I'd say laissez les bon temps roulez; we can always go back t'the larger gobbo camp. Ain't there more ruins' y'all found down there?

An' third, like I said, I'm pretty sure he'll let us pass soon as we find ourselves a servant a Pelor t'vouch fer us.

NotScaryBats
2012-11-21, 12:45 AM
Monique grumbles but goes along with Ace.

Leewei
2012-11-21, 02:25 AM
Bolerum

"Can we lock the way behind us? The goblins would amass and guard that tomb, or else assault the angel in an attempt to take what it guards. Either way, we'd have far more work if the way to the crypts was left open to the wizard and the goblins."

"I wouldn't mind fighting an angel of valor once this war is done. Until then, it does little good -- men must survive to speak of battles for them to have any meaning."

Dekkah
2012-11-21, 12:35 PM
DM
After a quick discussion, Monique close the stairway and pocket they key, and the heroes set out to the area Ace mentionned, which is about the only other ruins they know and havent to their knowledge fully explored. The heroes encounter no ennemies as they return to the large goblin camp.
Since Ace havent really seen them yet, and to make sure there is no other surprise down there, the heroes take time to check out the whole ancient academy building before heading to the unexplored area.
Nothing changed much on the whole place,except that you note that the place have been searched lately, surely by the goblin group you've encounter at the portal sooner that day.

The heroes then lead Ace throught the secret passage on the second floor and walk him in the tunnel up the the area the goblins were clearing, which lead to a ledge where you cannot see much beyong darkness with torch light only. since monique have seen the whole place before, she describe it again for Ace.

The cavern itself is roughly 300 feet long and about 70 feet wide at the widest point, which is roughly at your level. From your position, the fall would probably be fatal since the bottom is 100 feet bellow. The higest part of the celling is about 25 feet up from your ledge and the last 15 feets looks quite different from the wall themselves. Monique can see more earth, large stones, some roots and even what look like part of a stone wall buried into the celling.

While the cavern size is impressive, it isnt the feature that is the more striking about the place. Right across your ledge, there is a whole part of the wall that are ruins. Looking at it, it is a large section of what probably have been a street with buildings, but it is now vertical along the wall, looking as if someone hanged it there. It is quite evident that this have not been built that way and that it originaly was on an horizontal area. Almost every building there are broken down or heavyly damaged, but there is still a few which are nearly complete. While exploring these ruins sure is possible, it would take some decent climbing skills and a lot of rope to do it safely.

Also, there is an other breathtaking feature on the left side of the cave. what look like some huge cylinder made of stone bircks leaning against each side of the chasm. The brick cylinder isnt even, one side being a little deeper than the other : the lowest part is about 40 feet from the bottom, while the highest is at 60 feets of so. It is quite featureless and Monique could not even see a hole in it from her position.

At the bottom, the floor isnt made of solid stone, but composed of various loose rocks, earth and even some part of ruins.

The last thing Monique noticed is that there is about 10 or so cavern all around the place that all look quite natural. Most of them are located quite high, excet for two at the bottom.


Ok, I'll move thing to the unexplored area as suggested by Ace, as I dont think you have any way to contact Bord-Eau without going there yourself (Note that Bolerum idea was good I just dont see any opportunity to do it).

And I assume you'll do the exploration before heading back to town which would take a few days on foot.

Since Shadow did see it before as Jieung, I did not repost everything, assuming/hoping he doesnt need the whole description (Ace could roll an hisroty check if he wants)

I'll reposted the descriptions/maps of the cavern to refresh all your memories.

(Note that Only Monique really have seen the full room with the night vision from the googles)

You guys still can discuss/go/do something else if you have other ideas 9I'll retcon if need be).

What do you do?



Map:


http://img248.imageshack.us/img248/6568/cavern.jpg
The orange dot is the torch hung to the wall.
The light grey circles on the floor are stones (difficult terrain)
The red brownish are the tunnel wall.
Blackness is undiscovered area.
The empty yellow square are the light radius of the torches (consider area not in the square in darkness - superior concealment)
The light grey in -P36 area is the chasm (roughly 100 feet deep).
I used icons for caverns, as usual the number in the bracket is location VS your position (Ledge = 0)
The stone tower is clobberstone feature (-S23)
The green area is the vertical ruins.
(T) beside a name means the creature carry a torch.

To help you understand my poor english description, I've drawn a rough image of what it look like if you look at it from the east (Horizontal view).
http://img802.imageshack.us/img802/2350/cavewithtowerruins.jpg
Redish Brown is the cavern wall
Green area are the ruins
Black/Grey cilinder is the fallen tower.
Red dot is where you are (on the ledge)

Here is a map a map of the vertical ruins (Note that the letter should be replaced by altitude. F= 0, E=+1, G=-1)
http://img833.imageshack.us/img833/5749/ruin2verticalruins.jpg
Brown is the regular wall
Clobberstone is the part that look like streets and city ground.
Grey line are stone wall ruins
Black section are still complete building (roofs).


If you have quesiton and there is stuff that doesnt make sense or that you cannot understand, ask me more details.
I just hope this make at least enough sense that you understand it.

NotScaryBats
2012-11-21, 02:15 PM
"So... we gonna climb around cavern to cavern, making our way over there? Or, I guess we could try to make it to the tower on its side and cross that way. Dunno what's safest," Monique offers her take of the situation.

Shadow_Elf
2012-11-24, 02:46 PM
Ace
The sorcerer tries to line up Monique's description with details from his dream.

History: [roll0]

Dekkah
2012-11-28, 09:58 AM
DM
After a quick discussion, the heroes decide to take some time to rest. Knowing a good spot, the closest cavern to the right, the heroes move there to rest. Once there, no one seem ot have visited this rest place since you took your rest. The cave is small but large enough for you all. You set an watch and get to sleep.

July 23, 1500, Morning :

You all wake up refreshed. Ace look a little uneasy, probably missing the confort of the inn. Still the Sorcerer start to prepare his augury ritual while you all eat. Once the ritual is done, Ace also eat while Bolerum and Monique plan their cavern exploration path.
After about an hour, the group is ready to move. Bolerum take the elad and you guys move east then across the cavern using torch light to guide your steps. Once you reach the far eastern side, Bolerum guide you along the easy paths to the north wall.
With the Paladin expert climbing skills, you manage to check out the three caverns before reaching the vertical ruins. There are more air pockets, than cavern. The two high ones comtains some brokne walls that surely is the cause of their creation when whatever process buried Magdebourg.

Once you reach the fallen street ruinds, Bolerum lead you above it, and as Monique suggested, you rappel into the ruins and search them out. You take your time there, as some parts are unstable and you dont want to get duried or anything. You quickly understand that these have already been searched in and out, as nothing of value is left and that the way things are positionned, someone must have moved things in there.

Once you are done, Bolerum doesnt see an easy path to grt to the lowest cavern on that wall and decide to use a small ledge to get to the next opening which is above the fallen tower. That cave also is an empty air pocket, except for the half broken wall it contains.

Being close to one side of the tower, Bolerum guide the heroes down to the tower. It is made of grey and black stones and seem in good shape, except of course the part against the chasm wall, which is broken up. There is no opening that you can see from above that let you see in the tower, even where the tower lay against the wall, making you get the impression that the chasm closed onto it. It look solid enough and you can walk on it.

Ok, moved things forward.

I assumed you all carry torches (which takes an hand unless it is a everburning torch which you can hang on yourself).

You all get the effect of a full rest (Ace, see you personnal Thread)

Ace does his augury, I need the quesiton he ask (use your personnal thread for that). I assume you guys will have discussed about the augury and all, so the roleplay you do about it can be considered to be done there if you want.
I simply moved things forward up to a point of interest (at least to some of you lol) to keep the game moving.

The vertical ruins look empty, but if you wanted to do an active search, roll a perception (who knows)

You searched cavern 1 (sleep), 2, 3, 4, and 10.

I added two greenish area on the tower. Since the tower is round, it side (the greenish area) cannot be standed upon. You have to climb (DC 15) where you move there).

You are standing on the lowest side BTW,but you can easyly walk on the safe area of the tower across the chasm if you want (it slowly slope up , ending 20 feet higher on the other side).

What do you do?

NOTE : If you wanted to do some other skills rolls in the (caverns/ruins) you can roll them .


Players Status

(W13) Bolerum: 53/53, TEMP HP = 0, Healing surges : 12/12

(L9) Monique : 41/44, TEMP HP = 0 , Healing surges : 8/8

(V13) Ashe : 49/49, TEMP HP = 0, Healing Surges : 7/7

(V10)Ace 42/42, TEMP HP = 0, Healing Surges : 4/6



Map:


http://img90.imageshack.us/img90/1033/chasma.jpg
The orange dot is the torch hung to the wall.
The light grey circles on the floor are stones (difficult terrain)
The red brownish are the tunnel wall.
Blackness is undiscovered area.
The empty yellow square are the light radius of the torches (consider area not in the square in darkness - superior concealment)
The light grey in -P36 area is the chasm (roughly 100 feet deep).
I used icons for caverns, as usual the number in the bracket is location VS your position (Ledge = 0)
The stone tower is clobberstone feature (-S23)
The green area is the vertical ruins.
(T) beside a name means the creature carry a torch.
The bottom of the Chasm is (-20)
The light greenish area on the fallen tower represetnt he side of the round tower, which you cannot stand onto (must climb, DC 15).
The yellow empty square is the light radius.

To help you understand my poor english description, I've drawn a rough image of what it look like if you look at it from the east (Side view).
http://img802.imageshack.us/img802/2350/cavewithtowerruins.jpg
Redish Brown is the cavern wall
Green area are the ruins
Black/Grey cilinder is the fallen tower.
Red dot is where you are (on the ledge)

Here is a map a map of the vertical ruins (Note that the letter should be replaced by altitude. F= 0, E=+1, G=-1)
http://img833.imageshack.us/img833/5749/ruin2verticalruins.jpg
Brown is the regular wall
Clobberstone is the part that look like streets and city ground.
Grey line are stone wall ruins
Black section are still complete building (roofs).


If you have question and there is stuff that doesnt make sense or that you cannot understand, ask me more details.
I just hope this make at least enough sense that you understand it.

Shadow_Elf
2012-11-28, 10:27 PM
Ace
When the sorcerer wakes up, he's got a massive headache. Despite the pain, he works through his morning augury, asking the fates why they have delivered these painful visions to him night after night. When he rises from his reverie, he faces his companions. I asked the cards why I've been receivin' visions o' undead in ol' Magdebourg an' I been retreatin' t'the Arcana Stellar Academy in those dreams. Apparently, the Vistani share some sort of connection with ol' Magdebourg. And as I suspected, the cards hinted that there might be undead down 'ere. We should be careful, an' I think we should try t'get inside this fallen tower.

Dekkah
2012-11-29, 10:31 AM
DM
When Ace mention the need to access the tower, Bolerum take some time to climb down and around the tower on the cliff, to see if the junction between the tower and chasm is completly sealed. He quickly find out that there is no access from that way, but his torch light reveal a window frame under the tower. Simple climbing isnt really possible get in there since it is right under it, but with secured rope from above, it might be possible.

I took the liberty of adding this detail, as I assume it is something you will do if you look for an entry.

The window is in -S21, on the other side of the tower, 45 feets or so (9 Squares) off the ground below.

Leewei
2012-11-29, 11:31 PM
Bolerum

"Think you could fly us down, Ace? Otherwise, I can use a rope."

Shadow_Elf
2012-11-30, 12:40 PM
Ace
The sorcerer thinks for a moment. Just myself an' one other, not the lotta us... Can we use that?

Gillric
2012-11-30, 03:11 PM
Ashe

Ashe takes a moment to rummage through his gear while pondering Ace's words. If you and Bol fly down and through that window, you can secure the rope inside the tower. If Monique and I secure the other end up here, it shouldn't be a big job to harness ourselves to the line and reach the window that way.

Thinking of rigging a sort of harness up for monique and I, this would allow us to clip to the rope and slide the harness along the line until we reach the window. If we can get both ends of the rope firmly secured and take out all the slack, it should work fairly well. If more details are needed, I can certainly elaborate on knots etc that would be appropriate.

Dekkah
2012-11-30, 05:12 PM
DM
The group of heroes decide to go with Ashe idea. Ashe start by nailing a few pitons onto the tower top above the window. then lend a few pitons and his hammer to bolerum. Monique and Ashe then stay atop the tower, while Ace and Bolerum climb down the cliff side to line position themselves under the tower, knowing that the flight power would not let them fly long enough to go around it from the top. Ashe throw an end of his rope to Bolerum, then Ace activate his magic, letting them both fly into the tower, Ashe following them as they fly forward to position himself above the window.

Ace and Bolerum :
As the two heroes enter the tower, they immediatly are assaulted by a burnt and decaying flesh smell. They also easyly spot the source of this smell : two charred goblins corpse in the room which look relatively fresh. There is also some bones, remains of creatures which died long ago, and ancient broken and half rotten furnitures pilled up on your floor.

After the initial shock of the putrid smell, they look at the room itself. It is easy to guess which wall of the room, the north one, was the orignal floor of the tower when it was standing. You know because of the stone staiway, which would had led to the upper room would the tower still be standing. That stairway goes along the circular wall, which is is your celling now that tower have fallen, positioning it above your heads. It ends at the highest part of your southern wall, roughly 35 feet high, which is the only access what you'd call the southern room now.

The access to the northern room is more accessible, and you see a similar stairway in the other room going down with the same circular pattern. Anyone with good agility or strenght could use the ascending east wall to climb onto that access.

There doesnt seem to be any light source in those room, nor any suspicious sound, beside the ones your brought and make.

There is two map in one, the above view as usual (which we use for coordinates) and the side view (circle in the red square) to give you an idea of the 3rd dimension of the room (so you know how much you have to climb and stuff like that).

To move into the north room (from H8 to G8), a simple DC 10 Atheltic or Acrobatic skill check (part of movement) is needed. One (and only one) creature can stand onto the wall betwen those squares if he want.

Going to the south room will require an hard athletics to climb the wall (DC 22) or other means (rope to lower DC, flight, telelport, etc.)

Also, as noted in the map explanation bellow, the floor angle up in row 3 and 7 (Blue shade on the floor), making it hard to stand there : Creatures hit on those squares make a saving throw or fall prone.
The floor in row 2 and 8 (Orange shade) is too steep to stand upon : A creature can move there, but it count as difficult terrain and if a creature end any turn there, it automaticly slide to row 3 or 7 (same line). If that square is occupied, the creature fall prone in the occupied square.


Map :
http://img715.imageshack.us/img715/6250/fallentower.jpg
Brown are the chasm cliffs.
Blackness is the chasm itself (ground is 45 feet bellow the tower window)
Yellow square is the open windows on the ground (leading to a 45 feet drop)
Furniture and rubbles count as difficult terrain.
The floor angle up in row 3 and 7 (Blue shade on the floor), making it hard to stand there : Creatures hit on those squares make a saving throw or fall prone.
The floor in row 2 and 8 (Orange shade) is too steep to stand upon : A creature can move there, but it count as difficult terrain and if a creature end any turn there, it automaticly slide to row 3 or 7 (same line). If that square is occupied, the creature fall prone in the occupied square.
The floor slowly rise from the north to the south, but not enough to cause any condition.
The Darkgreen line is the rope you secured and goes out from the window.

The circle in the Red square is a representation of the wall between G and H lines (side view).
You can see the window on the floor (Yellow), the sloping area (as described above) and furnitures. You also can see the positions of the stairways (Red dot being the start of the stairway on that wall) and the access to the other rooms. The Green one lead to the room on G side, while the pink one lead to the room on K side (which is throught the wall between J and K ).
The Darkgreen line represent the rope you secured.


Everyone :
So Ace and Bolerum entered the tower, while Ashe and Monique stayed outside on top of the tower.


What do you do from there exactly?

Bolerum/Ace, there is no evident feature you can secure the rope to (pitons probably will be required - you can always search the room first if you want with active perception).

Ashe/Monique : I assume you will secure the rope to the pitons and prepare yourself (harness), but you can roleplay it or something else. Note that I assume that you dont see what is inside (that is why i spoilered it for bolerum and Ace eyes only), unless someone yell its description to you.

Leewei
2012-11-30, 06:10 PM
Bolerum

Wrapping the rope around his waist, Bolerum braces himself against the sides of the window before sharply tugging the rope twice to signal the others.

NotScaryBats
2012-12-01, 01:22 PM
"Good thing I'm not afraid of heights," Monique laughs, waiting for Ashe to go first to show her how its done.

Shadow_Elf
2012-12-01, 01:26 PM
Ace
The sorcerer explores the room, looking for clues that line up with his dream or for more evidence the room has been tampered with. He also inspects the charred goblin corpses.

Perception: [roll0] to inspect the room
History: [roll1] to line up details with his dream
Arcana: [roll2] to detect magic
Heal: [roll3] to study the dead goblins

Gillric
2012-12-01, 08:57 PM
Ashe

Upon reaching the interior of the tower, Ashe waits for Monique to join them before driving another piton into the "floor" of the tower near the window and securing the rope for their departure.

Ashe will use a special kind of knot, don't remember the name at the moment. The general idea is that as long as there is tension on the rope, the knot is sound and will never slip. Once we untie the other end from up above, the line will become slack and the knot comes undone allowing us to retrieve the rope. There is at least one of these in my knot book under the climbing knots section but I can't recall the name at the moment.

Dekkah
2012-12-02, 10:37 AM
DM
Ashe climb down the rope, but once he reach the lower part, he realise that he need to spin around to be able to climb back up into the tower. This isnt as easy done as he expected, but he still manage to do it in roughly 2 minutes.

As he enter the room, he sees what his others allies found out and is immediatly are assaulted by a burnt and decaying flesh smell. He easyly spot the source of this smell : two charred goblins corpse in the room which look relatively fresh. There is also some bones, remains of creatures which died long ago, and ancient broken and half rotten furnitures pilled up on the floor.

It is easy to guess which wall of the room, the north one, was the orignal floor of the tower when it was standing. You know because of the stone staiway, which would had led to the upper room would the tower still be standing. That stairway goes along the circular wall, which is your celling now that tower have fallen, positioning it above your heads. It ends at the highest part of your southern wall, roughly 35 feet high, which is the only access what you'd call the southern room now.

The access to the northern room is more accessible, and you see a similar stairway in the other room going down with the same circular pattern. Anyone with good agility or strenght could use the ascending east wall to climb onto that access.

There doesnt seem to be any light source in the rooms, nor any suspicious sound, beside the ones your brought and make.

Ashe sees that Bolerum did not fix the rope as expected and simply use himself as anchor. Meanwhile, Ace is searching the room and corpses. The elf decide to wait and give an hand to Monique.

Once Monique receive the signal that Ashe is in, she climb down. The bard have slightly more troubles to flip around and climb up than Ashe had, but once she is close enough, Ashe manage to help her in.

You all are in the room, Ashe can retreive the rope as explained if he wants and nail pitons if he wants - add it to your next post if you do)

Ace finished his search (see your private post for result)

What do you do?

There is two map in one, the above view as usual (which we use for coordinates) and the side view (circle in the red square) to give you an idea of the 3rd dimension of the room (so you know how much you have to climb and stuff like that).

To move into the north room (from H8 to G8), a simple DC 10 Atheltic or Acrobatic skill check (part of movement) is needed. One (and only one) creature can stand onto the wall betwen those squares if he want.

Going to the south room will require an hard athletics to climb the wall (DC 22) or other means (rope to lower DC, flight, telelport, etc.)

Also, as noted in the map explanation bellow, the floor angle up in row 3 and 7 (Blue shade on the floor), making it hard to stand there : Creatures hit on those squares make a saving throw or fall prone.
The floor in row 2 and 8 (Orange shade) is too steep to stand upon : A creature can move there, but it count as difficult terrain and if a creature end any turn there, it automaticly slide to row 3 or 7 (same line). If that square is occupied, the creature fall prone in the occupied square.


Map :
http://img201.imageshack.us/img201/6250/fallentower.jpg
Brown are the chasm cliffs.
Blackness is the chasm itself (ground is 45 feet bellow the tower window)
Yellow square is the open windows on the ground (leading to a 45 feet drop)
Furniture and rubbles count as difficult terrain.
The floor angle up in row 3 and 7 (Blue shade on the floor), making it hard to stand there : Creatures hit on those squares make a saving throw or fall prone.
The floor in row 2 and 8 (Orange shade) is too steep to stand upon : A creature can move there, but it count as difficult terrain and if a creature end any turn there, it automaticly slide to row 3 or 7 (same line). If that square is occupied, the creature fall prone in the occupied square.
The floor slowly rise from the north to the south, but not enough to cause any condition.
The Darkgreen line is the rope you secured and goes out from the window.

The circle in the Red square is a representation of the wall between G and H lines (side view).
You can see the window on the floor (Yellow), the sloping area (as described above) and furnitures. You also can see the positions of the stairways (Red dot being the start of the stairway on that wall) and the access to the other rooms. The Green one lead to the room on G side, while the pink one lead to the room on K side (which is throught the wall between J and K ).
The Darkgreen line represent the rope you secured.

Shadow_Elf
2012-12-02, 03:18 PM
Ace
I ain't no expert in the healin' arts, but these goblins stink somethin' fierce. They died sometime in the last coupl'a weeks... I don't like the sound a that. We should be careful in here, look fer traps like those runes back at the temple... I don't want t'meet whatever befell these greenskins unaware-like.

Gillric
2012-12-02, 03:32 PM
Ashe

Once Monique is safely inside the tower, Ashe drives a piton in place and ties off the rope. There, the line is secure in case we need to me a hasty exit. I suggest we start with the room that is easier to reach. Ashe then moves to the doorway that is easier to access and looks into the room beyond.

Dekkah
2012-12-02, 04:27 PM
DM
Ashe move up along the wall and catch the opening ledge leading to the northern room. Placing his torch onto the wall, Ashe lift himself up enough to see into the room beyong.

He sees that the other room old floor didnt appear to have resisted when the tower fell. It lay crumbled onto the floor giving full access to what should have been the next room. The elf light source isnt enough to fully light the area up to the cliff that should be beyong .

On the floor, more goblins corpse lay half burned among the rubbles. That room stairway spiral along the wall like to other, but that one goes toward the lower part of the room and could be used to help climb down, or up from that side.

I assume that you placed your torch into the opening to illuminate the area (well as much as possible).

There is a DC 10 acrobatic or athletic to climb onto the opening (you dont have to roll unless you have some time restraint (no need for now). On the other side, there is no skill check required if you use ->F8->G8 path because of the stairway you can see on the map (dark green blocks), otherwise you have to roll the skill check.




Map :
http://img33.imageshack.us/img33/6250/fallentower.jpg
Brown are the chasm cliffs.
Blackness is the chasm itself (ground is 45 feet bellow the tower window)
Yellow square is the open windows on the ground (leading to a 45 feet drop)
Furniture and rubbles count as difficult terrain.
The floor angle up in row 3 and 7 (Blue shade on the floor), making it hard to stand there : Creatures hit on those squares make a saving throw or fall prone.
The floor in row 2 and 8 (Orange shade) is too steep to stand upon : A creature can move there, but it count as difficult terrain and if a creature end any turn there, it automaticly slide to row 3 or 7 (same line). If that square is occupied, the creature fall prone in the occupied square.
The floor slowly rise from the north to the south, but not enough to cause any condition.
The Darkgreen line is the rope you secured and goes out from the window.

The circle in the Red square is a representation of the wall between G and H lines (side view).
You can see the window on the floor (Yellow), the sloping area (as described above) and furnitures. You also can see the positions of the stairways (Red dot being the start of the stairway on that wall) and the access to the other rooms. The Green one lead to the room on G side, while the pink one lead to the room on K side (which is throught the wall between J and K ).
The Darkgreen line represent the rope you secured.

Leewei
2012-12-03, 12:10 AM
Bolerum

"It was no trap. We'll find what killed them soon enough."

Bolerum climbs ahead of the group.

Heal (cause of death): [roll0]

Dekkah
2012-12-03, 08:11 AM
DM
Bolerum check the corpses in the first room, then move to the next to check those corpse wounds as well. He find nothing of interest on the first three he search, except that they already been looted of valuables.

His torch light reveal the chasm natural wall and a small cavern opening a few feet off the floor level.

Ok Bolerum moved and checked the corpse (he is checking the corpse in E7)

I'd like everyone else to choose where they are on the map - you can post what you would have been doing while Bolerum checked the corpses and moved forward - (anywhere between F and J line) and roll initiative if you havent already.

Initiative will start once you all positionned yourselves and provided initiative.
Map :
http://img692.imageshack.us/img692/1652/fallentowerz.jpg
Brown are the chasm cliffs.
Blackness is the chasm itself (ground is 45 feet bellow the tower window)
Yellow square is the open windows on the ground (leading to a 45 feet drop)
Furniture and rubbles count as difficult terrain.
The floor angle up in row 3 and 7 (Blue shade on the floor), making it hard to stand there : Creatures hit on those squares make a saving throw or fall prone.
The floor in row 2 and 8 (Orange shade) is too steep to stand upon : A creature can move there, but it count as difficult terrain and if a creature end any turn there, it automaticly slide to row 3 or 7 (same line). If that square is occupied, the creature fall prone in the occupied square.
The floor slowly rise from the north to the south, but not enough to cause any condition.
The Darkgreen line is the rope you secured and goes out from the window.

The circle in the Red square is a representation of the wall between G and H lines (side view).
You can see the window on the floor (Yellow), the sloping area (as described above) and furnitures. You also can see the positions of the stairways (Red dot being the start of the stairway on that wall) and the access to the other rooms. The Green one lead to the room on G side, while the pink one lead to the room on K side (which is throught the wall between J and K ).
The Darkgreen line represent the rope you secured.

Gillric
2012-12-03, 08:15 AM
Ashe

Ashe vaults up and through the entry after Bolerum but stays behind the heavily armored paladin.

G6, already rolled initiative

Dekkah
2012-12-04, 09:06 AM
DM
Bolerum is looking at the goblin corpse in the middle of the north room, Ace and Ashe are slowly moving into the room and Monique is having trouble climbing up the opening, when a burst of darkness errupt 10 feet above the paladin's heads. It instantly expand and everyone except the bard are covered by barkness for a second, feeling dark magic assault their minds. Monique can only watch as her friends dissapear and a 20 feet high black wall of energy.



Ok, you all are surprised except Ashe... damn even a 20 was not engouh to succeed a stealth VS that elf!

Bolerum and Ashe, check your private thread for information on your situation

Surprise round :

TG :
Start of turn : Leaking soul : ????
Standard : Hellfire Prison, Close burst 2 at E5 (2 square up)
Effect : The burst create a zone. The zone blocks line of sight and effect to creatures outside of the zone. Whenever an enemy willingly and fully leaves the zone, or targets a creature outside of the zone, that enemy takes ??????? damages. An enemy that is moved out of the zone with forced movement, has ???????.
Attack on Ace (+2 (CA - Invisible)): 15 VS Will (Miss)
Attack on Ashe (+2 (CA - Invisible)): 20 VS Will (HIT)
Attack on Bolerum (+2 (CA - Invisible)): 15 VS Will (Miss)

Hit : The target is teleported to an unoccupied square on solid ground within the zone and is dazed UENT (TG)
Miss: The target is teleported to a square of its choice outside of and adjacent to the zone.

SD2 :
Standard : Charge Ace at A4 From (-B6), (+1 (Charge)), 33 VS AC, 5 damages and ???

SD5 :
Standard : Charge Ace at A3 From (-B3), (+1 (Charge)), 18 VS AC, 5 damages and ???

It is Ashe turn (Surprise round = 1 standard only).

Note that I wont tell you all the details of the zone until you try it :smalltongue:, but I gave you what triggers some effects.




Initiative :
Round : Surprise
Ace......................: 25 Surprised
TG.......................: 24
Ashe....................: 15 <--Active Player
Monique...............: 13 Surpised
Bolerum...............: 6 Surprised

Monster Status :
(C3/G7), Hellfire Prison, Zone (Orange) : The zone blocks line of sight and effect to creatures outside of the zone. Whenever an enemy willingly and fully leaves the zone, or targets a creature outside of the zone, that enemy takes ??????? damages. An enemy that is moved out of the zone with forced movement, has ???????.



Players Status

(??) Bolerum: 53/53, TEMP HP = 0, Healing surges : 12/12

(H8) Monique : 44/44, TEMP HP = 0 , Healing surges : 8/8


(??) Ashe : 49/49, TEMP HP = 0, Healing Surges : 7/7
Dazed UENT (TG)

(??)Ace 32/42, TEMP HP = 0, Healing Surges : 4/6



Map :
http://img204.imageshack.us/img204/8152/fallentowermon.jpg
Brown are the chasm cliffs.
Blackness is the chasm itself (ground is 45 feet bellow the tower window)
Yellow square is the open windows on the ground (leading to a 45 feet drop)
Furniture and rubbles count as difficult terrain.
The floor angle up in row 3 and 7 (Blue shade on the floor), making it hard to stand there : Creatures hit on those squares make a saving throw or fall prone.
The floor in row 2 and 8 (Orange shade) is too steep to easyly stand upon : A creature can move there, but it count as difficult terrain and the creature grant CA while standing in those squares. If he ends any form of movement there(including forced movement), he must make a saving throw or slide down to row 3 or 7 (same line). If that square is occupied, the creature fall prone in the occupied square.
The floor slowly rise from the north to the south, but not enough to cause any condition.
The Darkgreen line is the rope you secured and goes out from the window.

The circle in the Red square is a representation of the wall between G and H lines (side view).
You can see the window on the floor (Yellow), the sloping area (as described above) and furnitures. You also can see the positions of the stairways (Red dot being the start of the stairway on that wall) and the access to the other rooms. The Green one lead to the room on G side, while the pink one lead to the room on K side (which is throught the wall between J and K ).
The Darkgreen line represent the rope you secured.

Shadow_Elf
2012-12-05, 04:40 PM
Ace
Monique! We've got shades on this end. See if y'all can't git past the barrier somehow! shouts Ace, before turning to face his assailants. Hello y'all. Pleased t'meetcha. We'll put y'all back in the afterlife where y'all belong presently, says Ace to the undead in front of him. He tosses a card behind them and mind-boggling mists slowly expand.

Standard Action: 1E - Mists of Disarray, AB1 @ (-A)3
Minor Action: Monster Knowledge Check

Daily Resistance today is Lightning. Yaaaaay...
I know what feat I'm taking next level :smalltongue:.

Arcana Check: [roll0]

vs. SD2: [roll1] vs. Will; slide to (-C)3 on even hit
Effect: On even roll, +1 AC UEMNT.
vs. SD5: [roll2] vs. Will; slide to (-B)2 on even hit
Hit: [roll3] psychic damage, and forced move.

Possible other actions depend on results.

Shadow_Elf
2012-12-05, 05:19 PM
Ace
With the mist dispatching his most immediate concern, Ace decides to do something bold. Try an' keep up, please an' thanks, Bole, says Ace with a grin as he advances towards the stronger-looking creature bedecked in magical items. He draws a single card from his deck and tosses it. As it travels through the air, it picks up speed and power as chaos boils the air around it and many colours begin to orbit the surface.

Minor Action: FE - Evil Eye of the Vistani @ TG
Move Action: To (-A)3
Action Point: 1D - Trump Card @ TG
Free Action: Seed of Chaos

Evil Eye Attack: [roll0] vs. Will
Hit: Cannot move closer to me and grants CA to me UEMNT

Trump Card Attack: [roll1] vs. Reflex +2 if CA
Hit: [roll2] damage.
Miss: [roll3] damage.
Effect: [roll4]
1. Yellow: Radiant damage, and the target is dazed (save ends).
2. Red: Fire damage, and each creature adjacent to the target takes fire damage equal to your Dexterity modifier.
3. Green: Poison damage, and ongoing 5 poison damage (save ends).
4. Turquoise: Lightning damage, and you slide the target a number of squares equal to your Dexterity modifier.
5. Blue: Cold damage, and the target is immobilized (save ends).
6. Violet: Psychic damage, and the target takes a -2 penalty to AC (save ends).

Seed of Chaos: [roll5]
1. Ace gains a +2 power bonus to attack rolls until the end of his next turn.
2. Until the end of Ace's next turn, the target of the attack takes 2 extra damage each time it is hit with an attack.
3. Ace gains a +2 power bonus to speed until the end of his next turn.
4. Until the end of Ace's next turn, the target of the attack grants combat advantage.
5. Ace can make a basic attack as a free action.
6. Until the end of Ace's next turn, the target of the attack cannot shift.

Dekkah
2012-12-05, 09:12 PM
DM
The srocerer magical mist wash away the 2 shades, dissolving them as hot water would had melted snowmens. Ace move forward and reveal what is left of the room, which isnt much actually since the caverns are dead ends. The sorcerer gaze lock up with the monster, and Ace use his vistasini power to keep the monster at bay. His second card is dodged by the monster, but still explode beside him in freezing winds, which completly freeze the creature legs and keep distracting him.

The creature face turn into a scowl as she cry out with an inhuman and mad voice,
"You fool's will regret invading the Arcana Stellar Academy highmaster tower and defying me, its keeper. You wont get away from this place alive!"

Two small fliscker of darkness surround the creature, then she completly vanish, teleporting somewhere out of your sight, but a few seconds later, you hear from inside the darkness her voice speak again, "Come here weakling."

As she says that, Ace feel an intrusion in his mind and suddenly dissapear from sight, only to reappear inside the prison beside a dazed Ashe struggling to regain control of himself. For the first time, Ace see the inside of the darkness, which isnt dark at all, but simply en empty box. The walls are not opaque from that side, but consist of red and black flammes that look even more dangerous than the darkness outside, mostly because he can feel some intense heat emanating from them. He also spot two more humanoid creatures made of plain black translucid darkness, with no features or details, a few feet away from him.

The keeper then rise his arms high and the hellfire prison implode, all the flamme rushing toward it, which seem to help himself refocus a little and let everyone see the full room for a few moments.

Monique sees the creature for the first time, which have the same proportions as the shades, but this one is a real physical creature. It appear to be human woman, but her skin is crakled and a shade of grey with two flammes filling her eye sockets. Most of her gear look old and haaf rusted or rotten except 4 items : a cloak is of fine silk lined with some silver thread, a belt made out of two twisted leather straps, an protective steel cap in perfect shape and some dark red shirt and matching pants. The longsword she weild in her hand is rusted throught, so much that you wonder why she would carry it. But after a few seconds, you see some dark streaks of energy flow along the blade and you know it wont crumble when she use it.
Map of what you see when the prison fade :
http://img94.imageshack.us/img94/9479/fallentower1.jpg
A split second later, the creature lower his sword an an other burst of darkness cover everyone but Monique. The still dazed elf doesnt manage to resist the attack again, but Ace and Bolerum does resist it, ending outside the wall.

A few seconds later, two black blades errupt from the darkness and hit Bolerum and Ace, draining some of their life away and they find themselve teleported in front of the grey skinned creature again. Smiling wickedly, the creature slash his weapon in an arc. As she her weapon get passed Ashe defenses, some flammes errupt from the pirson walls and crash onto the avenger, setting him on some red fire with shades of dark energy. The attack was also meant to reach Bolerum, but he rise Greenbane just in time to block the enemy blade with a loud clash of steel.


Ace hit and kill SD2 and SD5.
Ace hit TG with vistasini eye.
Ace miss with Trump card , deal 15 cold damage and Immobilise TG (Save ends) and Grant CA UENT (Ace)

TD :


Start of turn : Leaking soul, loose 10 HP and create two shadows (In C4 and C5)

Move : Ward the prison, teleport anywhere in the Hellfire Prison (D5) ((This respect Vistasini eye since I am getting further)

Minor : Imprison on Ace, close burst 10 (+2 (CA - Invisible to Ace), 30 VS Will, The target is teleported to an unoccupied square of the TG's choice within its Hellfire Prison zone (E5)

No Action : Wardenís Reprieve, The Hellfire prison ends and TG makes a saving throw against all effects of its choice active on it. Effects that doesn't normally end on a save, still can be removed by this, but get a -5 penalty for their rolls.
Vistasini eye effect (-5 (no save effect)) : 2 (Failed)
CA UENT (Ace) effect (-5 (no save effect)) : 13 (Saved)
Immobilise effect : 7 (Fail)

Standard : Hellfire Prison, close Burst 2 at D5 (2 square up).
Effect : The burst create a zone. The zone blocks line of sight and effect to creatures outside of the zone. Whenever an enemy willingly and fully leaves the zone, or targets a creature outside of the zone, that enemy takes ??????? damages. An enemy that is moved out of the zone with forced movement, has ???????.
Attack on Ace : 17 VS Will (Miss)
Attack on Ashe (+2 (CA - Dazed)): 21 VS Will (HIT)
Attack on Bolerum : 13 VS Will (Miss)
Hit : The target is teleported to an unoccupied square on solid ground within the zone and is dazed UENT (TG)
Miss: The target is teleported to a square of its choice outside of and adjacent to the zone.

Free : Action Point
Standard : Ready Wide slash after SD turns.

SD 2 :
move : Ward the prison : teleports to a square within the Hellfire Prison zone (adjacent to Ace, but inside the prison)
Standard : Draining Blade on Ace (+2 (CA - Invisible)), 34 VS AC, 5 necrotic damages, Some other effect and SD sacrifice himself to telport Ace into the Hellfire Prison (D6)

SD 5 :
move : Ward the prison : teleports to a square within the Hellfire Prison zone (adjacent to Bolerum, but inside the prison)
Standard : Draining Blade on Bolerum (+2 (CA - Invisible)), 30 VS AC, 5 necrotic damages, (Some other effect) and SD sacrifice himself to telport Ace into the Hellfire Prison (C6)

TG :
Immediate action (readied) : Wide slash : Make up to two Banishing Blade attacks. Must target different targets.

Banishing blade on Ashe (+2 (CA - Dazed)) : 30 VS AC, 11 Necrotic and the target is directly targeted by Scathing Incarceration.
Secondary attack : Scathing Incarceration (+2 (CA-Dazed)), 24 VS Fortitude, Ashe takes 5 ongoing fire damage and canít regain hit points or gain temporary hit points (save ends both). If the target already has ongoing fire damage with a save ends duration, increase it by 5 instead of applying this ongoing damage. This effect ends immediately when the target isnít in the zone.

Banishing blade on Bolerum : 17 VS AC, (Miss)

End of turn : Save VS Immobilised, 25 (way to waste a crit - saved)

It is Ashe turn (you are still dazed - gained it again this turn. you also take 5 fire ongoing at start of your turn)

NOTE : Ace and Ashe, some more details, some more details are incoming in your private threads.

NOTE 2 : Ace and Bolerum, you could choose your square outside, but since the two shades managed to hit you and sacrificed themselves to teleport you back in, it doesnt really matter where you teleported

Note 3 : Monique, you did see the whole room as above, maybe even Bolerum and Ace if they chose your side when they resisted the prison attack, but now you only see a big black box of darkness and hear combat inside.


Initiative :
Round : 1
Ace......................: 25
TG.......................: 24
SD.......................: 24
Ashe....................: 15 <--Active Player
Monique...............: 13
Bolerum...............: 6

Monster Status :

(D5) - TG : Grant CA and cannot move closer to Ace UENT (Ace)
(B3/F7), Hellfire Prison, Zone (Orange) : The zone blocks line of sight and effect to creatures outside of the zone. Whenever an enemy willingly and fully leaves the zone, or targets a creature outside of the zone, that enemy takes ??????? damages. An enemy that is moved out of the zone with forced movement, has ???????.



Players Status

(C6) Bolerum: 48/53, TEMP HP = 0, Healing surges : 12/12

(H8) Monique : 44/44, TEMP HP = 0 , Healing surges : 8/8


(E6) Ashe : 38/49, TEMP HP = 0, Healing Surges : 7/7
Dazed UENT (TG)
Ongoing 5 fire damages and cannot regain HP or gain THP (Save ends) This effect ends immediately when the target isnít in the zone

(D6)Ace 27/42, TEMP HP = 0, Healing Surges : 4/6
.


Map :
http://img202.imageshack.us/img202/6250/fallentower.jpg
Brown are the chasm cliffs.
Blackness is the chasm itself (ground is 45 feet bellow the tower window)
Yellow square is the open windows on the ground (leading to a 45 feet drop)
Furniture and rubbles count as difficult terrain.
The floor angle up in row 3 and 7 (Blue shade on the floor), making it hard to stand there : Creatures hit on those squares make a saving throw or fall prone.
The floor in row 2 and 8 (Orange shade) is too steep to easyly stand upon : A creature can move there, but it count as difficult terrain and the creature grant CA while standing in those squares. If he ends any form of movement there(including forced movement), he must make a saving throw or slide down to row 3 or 7 (same line). If that square is occupied, the creature fall prone in the occupied square.
The floor slowly rise from the north to the south, but not enough to cause any condition.
The Darkgreen line is the rope you secured and goes out from the window.

The circle in the Red square is a representation of the wall between G and H lines (side view).
You can see the window on the floor (Yellow), the sloping area (as described above) and furnitures. You also can see the positions of the stairways (Red dot being the start of the stairway on that wall) and the access to the other rooms. The Green one lead to the room on G side, while the pink one lead to the room on K side (which is throught the wall between J and K ).
The Darkgreen line represent the rope you secured.

Gillric
2012-12-06, 09:29 AM
Ashe

With the annoying creature right next to him, Ashe brings his blade out and around in a vicious sweep.

Standard: Aspect of Might
[roll0] 29 (Elven accuracy in OOC)
Hit: [roll1]
Miss: Half damage
Effect: UEE +5 to athletics, +2 to speed, +2 to melee damage
Save: [roll2]

Ashe's Status:
HP 33/49 Bloodied 24 Healing Surge 12 (0 used /7)
AC 21 Fort 14 Reflex 18 Will 18 Speed 7(9)

THP 0

EFFECTS

ENCOUNTERS SINCE LAST EXTENDED REST 0

OATH TARGET

ACTION POINTS 1

At-Will Powers
Bond of Pursuit
Overwhelming Strike

Encounter Powers
Oath of Enmity
Righteous Pursuit
Elven Accuracy
Rictus Grin
Sequestering Strike
Bloodied Determination
Abjure Undead (Channel Divinity)
Divine Guidance (Channel Divinity)

Action Point
Second Wind

Daily Powers
Aspect of Might
Oath of Righteous Fury

Item Powers
Cannith Goggles (Daily)
Enduring Spirit Vestments Cloth Armor (Daily)
Ruby Scabbard (Encounter)
Point Blank Longbow (Encounter)

AMMO
Arrows: 45

NotScaryBats
2012-12-06, 04:05 PM
"holy crap!" Monique says when the shadows lift for a moment and she gets a glimpse inside the mysterious shadowy prison. "I'm sorry, guys -- I'm comin'!" The bard scrambles around, losing her balance a bit, but then recovering and making her way through the barrier.

Assuming she does so with no special difficulties, Monique takes a quick stock of the situation, and does what she can to help her friends.

Move action: Fail to move.
Standard Action: Move to I7 (Am I reading the map right? The left is what it looks like, the right is what it looks like from the outside?
Minor action: Harmonic Longsword on Ace, +2 power bonus to attacks and defenses Until the Start of My Next Turn
Action Point: Dissonant Strain on TG [roll0] vs R
on hit [roll1] Radiant damage and -2 to all attacks Until End of My Next Turn. Choose an ally within 5, (Ashe) that ally makes a Save.

Leewei
2012-12-06, 10:28 PM
Bolerum

Regaining his wits, the paladin calls upon his divine power to gain the enemy's attention. He then brings Greenbane about to strike it.Minor: Divine Challenge to TG.
Standard Action: Righteous Smite [roll0] vs AC for [roll1] radiant damage and granting himself and allies within 5 squares 6THP.
Religion (creature knowledge): [roll2]

Shadow_Elf
2012-12-07, 11:24 AM
Ace
I dunno who y'all're servin', hellspawn, but this ain't our first tango, and we're not lookin' t'let it be our last, says Ace, tossing a glowing purple card at the creature's face at point blank range. Though she tries to take advantage of the ranged attack, a shield of cards blocks any attempt at retaliation.

Standard Action: 1A - Wild Card @ TG, deny AoO /w Card Expertise

Attack: [roll0] vs. Will
Hit: [roll1] psychic damage.

No bouncing, since nothing else is in range.

OOC: And I really wish I had rolled Radiant today. Then I could beat up on her vulnerability with Dealer's Respect. I have a daily radiant power, but it's a dual-target power, so kind of a waste in a solo encounter.

Dekkah
2012-12-07, 02:55 PM
DM
The fire on Ashe slowly burn his flesh as he bring his large weapon onto the creature shoulder hard, forcing the monster to bend his knees a little to absorb the impact. Still the creature doesnt seem too intimidated by the attack. Ashe try to put out the magical fire burning his skin, but doesnt manage to do it.

Monique have trouble climbing up, but she does manage to get into the room. She boldly enter the darkness, to find herself in the fire prison, but suffer no ill effect from going throught the wall from outside. Using her magic power, she grant Ace some protection. Exerting herself, she launch an arcana attack, but the creature reflexively dodge the attack.

Bolerum challenge the creature, which seem to amuse it, but the paladin attack erase the grin that was drawing itself on the creature grey face, when Greenbane, charged with positive energy hit the creature making its skin sizzle and the creature yell in pain. The hit also send protective energy toward all his allies, but the darkfire on Ashe counter the protection it would had provided him. The monster look at the paladin in outrage, its voice histerical,
"You dare oppose me paladin! You corrupted fool. I'll cleanse you and send you to meet your evil god! I'll-"

Ace words, and magic card cut short the monster ramblings. As with Ashe attack, it does damage the creature, but the creature hardly seem to care.

Dark energy flicker twice around the creature and two more shadow duplicates of himself appear within the zone.
"We shall see about your claim human. Let's see if your boast are real." Reply the creature to Ace, his voice his calm and controlled and his face serious as he says that. He swing his weapon, the tip scratching the ground with an eery sound then rising up fast at Bolerum, who doesnt manage to defend himself fast enough. The sword goes over Ace head, before angling back down toward Ashe, hitting him on the shoulder. As he hit Ashe, Bolerum divine challenge burst in light and the monster cry out in pain. Still, both the paladin and avenger feels the dark magic from the cursed weapon eat away their vitaly, then they find themselves teleporter on the sloping gound against the fire wall. Black tendrils comes out fo the fire, grasping at the two heroes. Bolerum get tangles up by these, making him loose his footing and fall on his back, while Ashe nimbly dodge them away.

The monster grin again , his voice full of glee when he yell,
"Burn you fools! Burn!"
The flammes from the wall, red and black, rush at the heroes from every angles. They manage to dodge a few, but when the fire receed, a second later, every heroes are lit on fire and Ashe is covered in even more flammes than before.

The monster then turn his attention to Monique, and made an hand sign to beacon her closer. Monique feel the mental intrusion, fight it but loose her willpower battle and find herself teleported beside the undead creature.

Exerting herself, and ignoring the bugging paladin mark, the keeper grasp her sword in a two-handed grip and swing a wide circle to hit both Monique and Ace. Monique take the full hit of the attack. Ace would have been hit, but Bolerum's divine power and Monique protection give enough insight so Ace duck low under the swing, letting Monique weave her arcane power to slide him between her and Ashe. Two dark tendril errupt from the firewall and roll themselves onto the bard body, slowing her down a little.

The guardian away from Bolerum teleport in front of the paladin, beside the second shadow and they both slash at the paladin. Bolerum take a full hit, sensing more of his life being sapped away and everyone notice a line of purple energy fly up to the keeper, bolstering her. The second attack isnt as precise and the Kordite deflect the blow away.

Ashe takes 5 fire damages.
Ashe hit TG
Ashe fail his save VS ongoing/no healing effect

Monique fail her first climb.
Monique succeed her second climb and move into the zone (no effect from outside).
Monique Give +2 bonus to attacks and defenses to Ace.
Monique AP attack miss.

Bolerum Mark TG
Bolerum Hit TG (+ some Damage - vulnerable radiant) and everyone except Ashe gain 6 THP

Ace attack hit (I think you even forgot your Eye of vistasini CA bonus.
Eye of Vistasini Bonus ends.

Passive Insight (Everyone ) : You all notice that the monster have total control and great insight on your move inside the prison ..... you Grant CA to him while you are in the prison.

TG:

Start of turn : Leaking soul, loose 10 HP and create two shadows (In B6 and F5)

Standard : Wide slash : Make up to two Banishing Blade attacks. Must target different targets.

Banishing blade on Bolerum (+2 (CA - Trait)) : 24 VS AC, 11 Necrotic damages and Bolerum is teleported to a square inside the Hellfire prison (C7). The target is also directly targeted by Chains That Bind.
Secondary attack : Chains That Bind (+2 (CA-Trait)), 34 VS Reflex, The target is slowed and cannot shift until escape (DC 17) or it isnít in the Hellfire Prison zone.

Banishing blade on Ashe (+2 (CA - Trait), -2 (Marked)) : 30 VS AC, 13 Necrotic damages and Ashe is teleported to a square inside the Hellfire prison (E7). The target is also directly targeted by Chains That Bind.
Secondary attack : Chains That Bind (+2 (CA-Trait), -2 (Marked)), 13 VS Reflex, The target is slowed and cannot shift until escape (DC 17) or it isnít in the Hellfire Prison zone.

NOTE : This trigger Bolerum's mark, dealing 5 radiant damage (+ some more for his vulnerability)

Minor : Scathing Incarceration Close burst 2 (centered in the Hellfire Prison).
Attack on Ace (+2 (CA - Trait)) : 27 VS Fortitude (Hit)
Attack on Ashe (+2 (CA - Trait)) : 17 VS Fortitude (Hit)
Attack on Bolerum (+2 (CA - Trait)) : 26 VS Fortitude (Hit)
Attack on Monique (+2 (CA - Trait)) : 16 VS Fortitude (Hit)
Hit : The target takes 5 ongoing fire damage and canít regain hit points or gain temporary hit points (save ends both). If the target already has ongoing fire damage with a save ends duration, increase it by 5 instead of applying this ongoing damage. This effect ends immediately when the target isnít in the zone.

NOTE : This force a save for Bolerum and Ashe not to fall because of the terrain they are in, both fail (done by themselve OOC)

Move : Imprison on Monique, close burst 10 (+2 (CA - Trait), 27 VS Will, The target is teleported to an unoccupied square of the TG's choice within its Hellfire Prison zone (E5)

Free : Action Point

Standard : Wide slash : Make up to two Banishing Blade attacks. Must target different targets.

Banishing blade on Monique (+2 (CA - Trait), -2 (Marked)) : 23 VS AC, 11 Necrotic damages and Monique is teleported to a square inside the Hellfire prison (Forfeit). The target is also directly targeted by Chains That Bind.
Secondary attack : Chains That Bind (+2 (CA - Trait), -2 (Marked)) , 34 VS Reflex, The target is slowed and cannot shift until escape (DC 17) or it isnít in the Hellfire Prison zone.

Banishing blade on Ace (+2 (CA - Trait), -2 (Marked)) : 14 VS AC, (Miss)

EDIT : Monique use her virtue of cunning to slide Ace to E6

End of turn : Daze end on Ashe

SD 2 :
Standard : Draining Blade on Bolerum (+2 (CA - Prone), 28 VS AC, 5 necrotic damages, TG regain 5 HP.

SD 5 :
move : Ward the prison : teleports to a square within the Hellfire Prison zone (C6)
Standard : Draining Blade on Bolerum (+2 (CA - Prone)), 21 VS AC, (Miss)

It is Ashe turn (Remember that you are prone and take 10 fire ongoing)

Initiative :
Round : 2
Ace......................: 25
TG.......................: 24
SD.......................: 24
Ashe....................: 15 <--Active Player
Monique...............: 13
Bolerum...............: 6

Monster Status :

(D5) - TG :
(B3/F7), Hellfire Prison, Zone (Orange) : The zone blocks line of sight and effect to creatures outside of the zone. Whenever an enemy willingly and fully leaves the zone, or targets a creature outside of the zone, that enemy takes ??????? damages. An enemy that is moved out of the zone with forced movement, has ???????.



Players Status

(C6) Bolerum: 43/53, TEMP HP = 0, Healing surges : 12/12
Slowed and cannot shift until escape (DC 17) or it isnít in the Hellfire Prison zone.
Ongoing 5 fire damages and cannot regain HP or gain THP (Save ends) This effect ends immediately when the target isnít in the zone
Prone

(F6) Monique : 44/44, TEMP HP = 6 , Healing surges : 8/8
Ongoing 5 fire damages and cannot regain HP or gain THP (Save ends) This effect ends immediately when the target isnít in the zone
Slowed and cannot shift until escape (DC 17) or it isnít in the Hellfire Prison zone.

(E7) Ashe : 20/49, TEMP HP = 0, Healing Surges : 7/7
Ongoing 10 fire damages and cannot regain HP or gain THP (Save ends) This effect ends immediately when the target isnít in the zone
Prone

(E6)Ace 27/42, TEMP HP = 6, Healing Surges : 4/6
Ongoing 5 fire damages and cannot regain HP or gain THP (Save ends) This effect ends immediately when the target isnít in the zone




Map :
http://img405.imageshack.us/img405/6250/fallentower.jpg
Brown are the chasm cliffs.
Blackness is the chasm itself (ground is 45 feet bellow the tower window)
Yellow square is the open windows on the ground (leading to a 45 feet drop)
Furniture and rubbles count as difficult terrain.
The floor angle up in row 3 and 7 (Blue shade on the floor), making it hard to stand there : Creatures hit on those squares make a saving throw or fall prone.
The floor in row 2 and 8 (Orange shade) is too steep to easyly stand upon : A creature can move there, but it count as difficult terrain and the creature grant CA while standing in those squares. If he ends any form of movement there(including forced movement), he must make a saving throw or slide down to row 3 or 7 (same line). If that square is occupied, the creature fall prone in the occupied square.
The floor slowly rise from the north to the south, but not enough to cause any condition.
The Darkgreen line is the rope you secured and goes out from the window.

The circle in the Red square is a representation of the wall between G and H lines (side view).
You can see the window on the floor (Yellow), the sloping area (as described above) and furnitures. You also can see the positions of the stairways (Red dot being the start of the stairway on that wall) and the access to the other rooms. The Green one lead to the room on G side, while the pink one lead to the room on K side (which is throught the wall between J and K ).
The Darkgreen line represent the rope you secured.

Gillric
2012-12-07, 03:15 PM
Ashe

Minor: OATH TG
Move:Stand Up
Standard: Abjure Undead
[roll0] vs Will
Hit: [roll1] radiant damage, pull to E6, immobilized UENT
Miss: Half damage and pull to E6
Action Point: Oath of Righteous Fury
[roll2] or [roll3] vs AC
Hit: [roll4] damage
Miss: Half damage
Save: [roll5]

Ashe's Status:
HP10/49 Bloodied 24 Healing Surge 12 (0 used /7)
AC 21 Fort 14 Reflex 18 Will 18 Speed 7(9)

THP 0

EFFECTS DECEASED

ENCOUNTERS SINCE LAST EXTENDED REST 0

OATH TARGET TG

ACTION POINTS 0

At-Will Powers
Bond of Pursuit
Overwhelming Strike

Encounter Powers
Oath of Enmity
Righteous Pursuit
Elven Accuracy
Rictus Grin
Sequestering Strike
Bloodied Determination
Abjure Undead (Channel Divinity)
Divine Guidance (Channel Divinity)

Action Point
Second Wind

Daily Powers
Aspect of Might
Oath of Righteous Fury

Item Powers
Cannith Goggles (Daily)
Enduring Spirit Vestments Cloth Armor (Daily)
Ruby Scabbard (Encounter)
Point Blank Longbow (Encounter)

AMMO
Arrows: 45

NotScaryBats
2012-12-09, 01:07 PM
Here goes nothing. I just hope its the right nothing...


Move: Moment of Escape on Ashe, slide to G6
Standard: Blunder on TG. Provokes :(
[roll0] vs W
on hit [roll1] psychic and slide to G7 Granting Ashe a MBA with +6 to his attack roll
Hopefully TG will need a save or go prone
Minor: Majestic Word on Ashe no slide, but heal

Dekkah
2012-12-09, 07:19 PM
DM
Ashe stand up and put all his focus onto the undead creature. The fire and pain distract the avenger and as he use his divine power, his aim isnt as good as expected. The monster resist the attack partially, but still his skin is burned by the divine holy power and the monster is pulled beside Ashe. Giving all he've got, the elf unleash an other powerful attack. This tie, his focus is good and his blade strike the monster hard, open a long cut on the monster belly. This cut let out some dark green blood flow out.

The fire on Monique would had burned her, but Bolerum protective magic sink all the damage. The bard, having foigured that the fire is linked with the magic zone, use her magic to move Ashe out of the prison, but as the elf was about to get out, the black fire react and a dozen black flammes turn into tendrils and rush at Ashe. The elf doesnt manage to resist them and he end up covered by them and get teleported back into the prison on the opposite side of the room, out of reach of the monster, fire still roaring all over his body. Knowing that her healing power will be ineffective against the dark fire magic, she focus her attention on the jailer instead. She use some of her race tricks to fool the monster, who completly buy the move, then she unleash her bardic music opening her defense to the monster around her. The shadow monster miss her, but the jailer sword cut right in, burning some of her vitaly and a jet of flamme errupt from the wall to add up to the fire on the bard. The sound weave hit the monster, but his will is too strong and he resist it. Using her will, the bard manage to break the enchantment over and douse the fire.

Ashe take 10 fire damage.
Ashe oath TG.
Ashe miss TG, but still deals 11 + vulnerability radiant.
Ashe hit with his second power and bloody the monster
Ashe fail his save vs fire/no heal effect.

Monique take 5 fire damage.
Monique slid Ace when he was missed (retroactive, no retcon needed)
Monique use moment escape to slide Ashe out of the zone, making the zone react: Gillric rolled a saving throw (7 = fail) and it cancelled the forced movement effect and let Tg teleport him anywhere in the prison. (see the zone updated information in the monster status for details).
Monique used the changeling power to gain CA UENT (Hit)
Monique blunder miss (even with Ca), trigger an oa From TG (24 VS AC, 1 necrotic damages, forfeit teleport, use scathing incineration directly (28 VS fort, add 5 to the ongoing fire damage)
Monique save VS ongoing/ no healing effect.

It is bolerum turn (remember you are prone and take 5 fire at start of turn).

Note that the map havent been updated (forgot my usb key).
Tg is in E6
Ashe is in D3
Ace is in D5 (cant find where monique slid him)


Initiative :
Round : 2
Ace......................: 25
TG.......................: 24
SD.......................: 24
Ashe....................: 15
Monique...............: 13
Bolerum...............: 6 <--Active Player

Monster Status :

(D5) - TG : Oath of enmity (Ashe), Divine Challenge (Bolerum)
(B3/F7), Hellfire Prison, Zone (Orange) : The zone blocks line of sight and effect to creatures outside of the zone. Whenever an enemy willingly and fully leaves the zone, or targets a creature outside of the zone, that enemy takes ??????? damages. An enemy that is moved out of the zone with forced movement, make a saving throw or has the forced movement cancelled and is teleported to a square of the Tower Guardianís choice within the zone.



Players Status

(C6) Bolerum: 43/53, TEMP HP = 0, Healing surges : 12/12
Slowed and cannot shift until escape (DC 17) or it isnít in the Hellfire Prison zone.
Ongoing 5 fire damages and cannot regain HP or gain THP (Save ends) This effect ends immediately when the target isnít in the zone
Prone

(F6) Monique : 31/44, TEMP HP = 0 , Healing surges : 8/8
Slowed and cannot shift until escape (DC 17) or it isnít in the Hellfire Prison zone.

(E7) Ashe : 10/49, TEMP HP = 0, Healing Surges : 7/7
Ongoing 10 fire damages and cannot regain HP or gain THP (Save ends) This effect ends immediately when the target isnít in the zone

(D6)Ace 27/42, TEMP HP = 6, Healing Surges : 4/6
Ongoing 5 fire damages and cannot regain HP or gain THP (Save ends) This effect ends immediately when the target isnít in the zone




Map :
http://img405.imageshack.us/img405/6250/fallentower.jpg
Brown are the chasm cliffs.
Blackness is the chasm itself (ground is 45 feet bellow the tower window)
Yellow square is the open windows on the ground (leading to a 45 feet drop)
Furniture and rubbles count as difficult terrain.
The floor angle up in row 3 and 7 (Blue shade on the floor), making it hard to stand there : Creatures hit on those squares make a saving throw or fall prone.
The floor in row 2 and 8 (Orange shade) is too steep to easyly stand upon : A creature can move there, but it count as difficult terrain and the creature grant CA while standing in those squares. If he ends any form of movement there(including forced movement), he must make a saving throw or slide down to row 3 or 7 (same line). If that square is occupied, the creature fall prone in the occupied square.
The floor slowly rise from the north to the south, but not enough to cause any condition.
The Darkgreen line is the rope you secured and goes out from the window.

The circle in the Red square is a representation of the wall between G and H lines (side view).
You can see the window on the floor (Yellow), the sloping area (as described above) and furnitures. You also can see the positions of the stairways (Red dot being the start of the stairway on that wall) and the access to the other rooms. The Green one lead to the room on G side, while the pink one lead to the room on K side (which is throught the wall between J and K ).
The Darkgreen line represent the rope you secured.

Leewei
2012-12-09, 08:52 PM
Bolerum

Smiling crazily as he burns, Bolerum launches himself to his feet and moves to assist Ashe.

Minor: Stand up
Move: Convert to Minor; Divine Mettle on Ashe (Immediate Save at +2)
Standard: Pressing Strike (Shift to C6) and attack TG [roll0] vs AC for [roll1] (non-Radiant) damage.

Shadow_Elf
2012-12-10, 09:52 AM
Ace
The sorcerer tosses a few cards into the air. The cards freeze over and shatter, raining sharp icy shards onto the enemy and its minion.

Standard Action: 3E - Diamond Flush

Attack vs. Minion: [roll0] vs. Reflex
Attack vs. TG: [roll1] vs. Reflex
Damage: [roll2] cold damage + slowed

Dekkah
2012-12-10, 11:19 AM
DM
Bolerum spring to his feet and use his divine magic to douse Ashe darkfires. He then swing his greatsword at the monster, but the creature line up her own sword and block the attack. Like Monique, the paladin will manage to repel the fire magic of the prison, leaving most of them finaly free of the fire magic.

Ace doesnt care too much for the fire, as his armor protect him from it. The sorcerer unleash some cold magic that destroy one of the shadow and freeze the monster leg once more. Clearly unconcerned, and surely a little mad, about it the creature only laugh wildly.

Some darkness blink twice again around the monster and two more shadow sprout in front of Bolerum to lock him up against the fire wall. you all see a glimmer of itense fire in the keeper eyes and she trhow her head back, laughing even more.

The small respite the heroes manage to find from the fire was short, as the monster once again yell,
"I've said BURN!"
Once again, fire errupt all around and every heroes are set on fire, with Ace fire getting even worst. At least, this time, the heroes standing on uneven floor were ready and managed to stay on their feets.

The keeper was looking to go to Ashe, but seeing the severly injured elf on fire again slowly roasting, she focus her attention to the others. She unleash a double swipe of her cursed weapon, one on Bolerum, who dodge it, the second on Monique triggering the paladin sanction again. The bard doesnt do as well as the paladin and she pales a lot as more lifeforce is sap again. More dark tentacles errupt from the wall and grab her, pulling her against the wall. The is so many now that she cannot even consider try moving anymore.

Wanting to use the terrain to its advantage, the monster try his magic on Ace, hoping to teleport him onto the slopes, but Ace resist the weak attempt.

The three shadow hit at three different heroes, stealing their life to bolster their master. Monique manage to keep her balance, but bolerum feets slip from under him on the monster attack impact.

OK, with the map, and doing things in correct order, here are the changes (retcon and all).

1 - Monique first wanted to slide Ace to E6. Since E6 was in fact really open when her power trigger (Ashe turn came after), I move him there in the end.

2 - Since E6 isnt open anymore on Ashe turn, I pulled TG to the only other open spot : D6... This let Bolerum use his attack on TG (which miss anyway) but have the advantage of keeping his mark on him too (grrr stupid radiant mark!!)

3 - Monique still take the Oas (I thought she would have been out of range from TG, but she isnt, so she still take the oa) Sliding Ashe triggerred the zone effect and Ashe is teleported to D3

Bolerum take 5 ongoing fire damage.
Bolerum Stand up
Bolerum grant a saving to Ashe, who save VS ongoing fire.
Bolerum Miss TG
Bolerum save vs ongoing

Ace take 5 fire (negated by armor)
Ace hit TG and SD2 (Kill SD2)
Ace fail is save VS fire.

TG:

Start of turn : Leaking soul, loose 10 HP and create two shadows (In C6 and D4)
Start of turn : Recharge Scathing incineration (rolled 5 = recharged)

Minor : Scathing Incarceration Close burst 2 (centered in the Hellfire Prison).
Attack on Ace (+2 (CA - Trait)) : 22 VS Fortitude (Hit)
Attack on Ashe (+2 (CA - Trait)) : 30 VS Fortitude (Hit)
Attack on Bolerum (+2 (CA - Trait)) : 31 VS Fortitude (Hit)
Attack on Monique (+2 (CA - Trait)) : 18 VS Fortitude (Hit)
Hit : The target takes 5 ongoing fire damage and canít regain hit points or gain temporary hit points (save ends both). If the target already has ongoing fire damage with a save ends duration, increase it by 5 instead of applying this ongoing damage. This effect ends immediately when the target isnít in the zone.

NOTE : This force a save for Bolerum and Ashe not to fall because of the terrain they are in, Both save (done in OOC by me)


Standard : Wide slash : Make up to two Banishing Blade attacks. Must target different targets.

Banishing blade on Bolerum (+2 (CA - Trait)) : 16 VS AC, (Miss)

Banishing blade on Monique (+2 (CA - Trait), -2 (Marked)) : 22 VS AC, 13 Necrotic damages and forfeit teleport. The target is also directly targeted by Chains That Bind.
Secondary attack : Chains That Bind (+2 (CA-Trait), -2 (Marked)), 30 VS Reflex, The target is slowed and cannot shift until escape (DC 17) or it isnít in the Hellfire Prison zone. If the target is already slowed by this effect it is restrained instead of being slowed.
Effect: If the target is already subject to this effect, the zone slides it 3 squares (to D7) to a square within the zone, ignoring the restrained condition. No square of this forced movement can take the creature outside of the zone.

NOTE : This trigger Bolerum's mark, dealing 5 radiant damage (+ some more for his vulnerability)


Move : Imprison on Ace, close burst 10 (+2 (CA - Trait), 16 VS Will, (miss)


SD 1 :
Standard : Draining Blade on Monique , 21 VS AC, 5 necrotic damages, TG regain 5 HP.

NOTE : This force a save Monique not to fall because of the terrain they are in, saved (done in OOC by me)

SD 4 :
Standard : Draining Blade on Bolerum , 27 VS AC, 5 necrotic damages, TG regain 5 HP.

NOTE : This force a save for Bolerum not to fall because of the terrain they are in, FAILED = fall prone (done in OOC by me)

SD 5 :
move : Ward the prison : teleports to a square within the Hellfire Prison zone (F6)
Standard : Draining Blade on Ace (+2 (CA - Flank)), 27 VS AC, 5 necrotic damages, TG regain 5 HP.


It is Ashe turn (Remember that you take 5 fire ongoing)

EDIT : I know Monique ca slide either Bolerum or Ace. While it will change the battlefeild position a little, it wont change anything to the rolls.


Initiative :
Round : 3
Ace......................: 25
TG.......................: 24
SD.......................: 24
Ashe....................: 15 [COLOR="Red"]<--Active Player
Monique...............: 13
Bolerum...............: 6

Monster Status :

(D5) - TG : BLOODIED, Oath of enmity (Ashe), Divine Challenge (Bolerum), Slowed UENT (Ace)
(B3/F7), Hellfire Prison, Zone (Orange) : The zone blocks line of sight and effect to creatures outside of the zone. Whenever an enemy willingly and fully leaves the zone, or targets a creature outside of the zone, that enemy takes ??????? damages. An enemy that is moved out of the zone with forced movement, make a saving throw or has the forced movement cancelled and is teleported to a square of the Tower Guardianís choice within the zone.



Players Status

(C7) Bolerum: 33/53, TEMP HP = 0, Healing surges : 12/12
Slowed and cannot shift until escape (DC 17) or it isnít in the Hellfire Prison zone.
Ongoing 5 fire damages and cannot regain HP or gain THP (Save ends) This effect ends immediately when the target isnít in the zone
Prone

(D7) Monique : 13/44, TEMP HP = 0 , Healing surges : 8/8
Restrained and cannot shift until escape (DC 17) or it isnít in the Hellfire Prison zone.
Ongoing 5 fire damages and cannot regain HP or gain THP (Save ends) This effect ends immediately when the target isnít in the zone

(D3) Ashe : 10/49, TEMP HP = 0, Healing Surges : 7/7
Ongoing 5 fire damages and cannot regain HP or gain THP (Save ends) This effect ends immediately when the target isnít in the zone

(E6)Ace 22/42, TEMP HP = 6, Healing Surges : 4/6
Ongoing 10 fire damages and cannot regain HP or gain THP (Save ends) This effect ends immediately when the target isnít in the zone
+1 AC UENT (Ace)




Map :
http://img19.imageshack.us/img19/6250/fallentower.jpg
Brown are the chasm cliffs.
Blackness is the chasm itself (ground is 45 feet bellow the tower window)
Yellow square is the open windows on the ground (leading to a 45 feet drop)
Furniture and rubbles count as difficult terrain.
The floor angle up in row 3 and 7 (Blue shade on the floor), making it hard to stand there : Creatures hit on those squares make a saving throw or fall prone.
The floor in row 2 and 8 (Orange shade) is too steep to easyly stand upon : A creature can move there, but it count as difficult terrain and the creature grant CA while standing in those squares. If he ends any form of movement there(including forced movement), he must make a saving throw or slide down to row 3 or 7 (same line). If that square is occupied, the creature fall prone in the occupied square.
The floor slowly rise from the north to the south, but not enough to cause any condition.
The Darkgreen line is the rope you secured and goes out from the window.

The circle in the Red square is a representation of the wall between G and H lines (side view).
You can see the window on the floor (Yellow), the sloping area (as described above) and furnitures. You also can see the positions of the stairways (Red dot being the start of the stairway on that wall) and the access to the other rooms. The Green one lead to the room on G side, while the pink one lead to the room on K side (which is throught the wall between J and K ).
The Darkgreen line represent the rope you secured.

Gillric
2012-12-10, 11:59 AM
Ashe

Move: to C5
Standard: Rictus Grin on TG
[roll0]
Hit: [roll1] and UENT any enemy adjacent to me takes -2 to attack rolls
Save: [roll2]

Ashe's Status:
HP 5/49 Bloodied 24 Healing Surge 12 (0 used /7)
AC 21 Fort 14 Reflex 18 Will 18 Speed 7(9)

THP 0

EFFECTS

ENCOUNTERS SINCE LAST EXTENDED REST 0

OATH TARGET TG

ACTION POINTS 0

At-Will Powers
Bond of Pursuit
Overwhelming Strike

Encounter Powers
Oath of Enmity
Righteous Pursuit
Elven Accuracy
Rictus Grin
Sequestering Strike
Bloodied Determination
Abjure Undead (Channel Divinity)
Divine Guidance (Channel Divinity)

Action Point
Second Wind

Daily Powers
Aspect of Might
Oath of Righteous Fury

Item Powers
Cannith Goggles (Daily)
Enduring Spirit Vestments Cloth Armor (Daily)
Ruby Scabbard (Encounter)
Point Blank Longbow (Encounter)

AMMO
Arrows: 45

NotScaryBats
2012-12-10, 03:50 PM
"Just get AWAY FROM ME!" Monique yells, forcing the undead creature as far away from her as she can get it. Since there's no real chance of her escaping her bonds, the bard hopes she can regroup after the monster is thrown from the prison.

Satire of Bravery [roll0] with ca vs tg will
[roll1] vs the other minion.
This is a close blast 3, targets enemies.
Effect: push the target 3 sq (plus one with orb mastery)
push tg to - a3 if I can and the minion to - a4 if I can
on hit [roll2] psychic dmg and affected by the Satire save ends

Dekkah
2012-12-10, 04:37 PM
DM
Ashe skin burn even futher, making him wince in pain. Every movement are a pain with his charred skin, but the elf stoicly move forward and enact a power swipe with his sword that open up an other deep wound on the creature and keep moving it in sweeping motions to get the enemies on their toes.

Even though she doesnt seem to feel any pain, the monster stop laughing and look around at Ashe, then back at the other heroes, just in time to get blasted by Monique sheirk. The two shadow get dissolved by the bard voice, but the powerful undead manage to resist the attack. Still, she gets blasted back to the cavern and out of the hellfire prison, looking back in shock at Monique. As the keeper is moved out, the firewalls intensity and heat lessen by half. Once again, Monique manage to put out the magic fire from herself in the end.

Ashe take 5 fire damage.
Ashe hit TG.
Ashe fail save.

Monique takes 5 fire damage.
Monique blast hit and kill both shadow to the north, but miss TG (still push him to -A3.
Monique still can try to escape if she want with her move.
Monique succeed the save VS fire (I rollled it for you in OOC = 11)

NOTE that Moving out reveal a bit more of the prison effect :


The zone blocks line of sight and effect to creatures outside of the zone. Whenever an enemy willingly and fully leaves the zone, or targets a creature outside of the zone, that enemy takes ??? damage, or ?????((more)) if TG is within the zone. An enemy that is moved out of the zone with forced movement, make a saving throw or has the forced movement cancelled and is teleported to a square of TG choice within the zone.

It is bolerum turn (you still are slow, on fire, and watch out for difficult terrain).


Initiative :
Round : 3
Ace......................: 25
TG.......................: 24
SD.......................: 24
Ashe....................: 15
Monique...............: 13
Bolerum...............: 6 <--Active Player

Monster Status :

(-A3) - TG : BLOODIED, Oath of enmity (Ashe), Divine Challenge (Bolerum), Slowed UENT (Ace)
(B3/F7), Hellfire Prison, Zone (Orange) : The zone blocks line of sight and effect to creatures outside of the zone. Whenever an enemy willingly and fully leaves the zone, or targets a creature outside of the zone, that enemy takes ??? damage, or ?????((more)) if TG is within the zone. An enemy that is moved out of the zone with forced movement, make a saving throw or has the forced movement cancelled and is teleported to a square of TG choice within the zone.


Players Status

(C7) Bolerum: 33/53, TEMP HP = 0, Healing surges : 12/12
Slowed and cannot shift until escape (DC 17) or it isnít in the Hellfire Prison zone.
Ongoing 5 fire damages and cannot regain HP or gain THP (Save ends) This effect ends immediately when the target isnít in the zone
Prone

(D7) Monique : 8/44, TEMP HP = 0 , Healing surges : 8/8
Restrained and cannot shift until escape (DC 17) or it isnít in the Hellfire Prison zone.

(D3) Ashe : 5/49, TEMP HP = 0, Healing Surges : 7/7
Ongoing 5 fire damages and cannot regain HP or gain THP (Save ends) This effect ends immediately when the target isnít in the zone
Enemies adjacent to Ashe takes -2 to attack rolls UENT (Ashe)

(E6)Ace 22/42, TEMP HP = 6, Healing Surges : 4/6
Ongoing 10 fire damages and cannot regain HP or gain THP (Save ends) This effect ends immediately when the target isnít in the zone
+1 AC UENT (Ace)




Map :
http://img690.imageshack.us/img690/6250/fallentower.jpg
Brown are the chasm cliffs.
Blackness is the chasm itself (ground is 45 feet bellow the tower window)
Yellow square is the open windows on the ground (leading to a 45 feet drop)
Furniture and rubbles count as difficult terrain.
The floor angle up in row 3 and 7 (Blue shade on the floor), making it hard to stand there : Creatures hit on those squares make a saving throw or fall prone.
The floor in row 2 and 8 (Orange shade) is too steep to easyly stand upon : A creature can move there, but it count as difficult terrain and the creature grant CA while standing in those squares. If he ends any form of movement there(including forced movement), he must make a saving throw or slide down to row 3 or 7 (same line). If that square is occupied, the creature fall prone in the occupied square.
The floor slowly rise from the north to the south, but not enough to cause any condition.
The Darkgreen line is the rope you secured and goes out from the window.

The circle in the Red square is a representation of the wall between G and H lines (side view).
You can see the window on the floor (Yellow), the sloping area (as described above) and furnitures. You also can see the positions of the stairways (Red dot being the start of the stairway on that wall) and the access to the other rooms. The Green one lead to the room on G side, while the pink one lead to the room on K side (which is throught the wall between J and K ).
The Darkgreen line represent the rope you secured.

Leewei
2012-12-10, 07:15 PM
Bolerum

Smiling defiantly as his flesh smokes, Bolerum rises easily to his feet and advances into the rubble. Raising his holy symbol, he smites his deathly foe with divine power.

Minor: Stand.
Move: Advance to D6.
Standard: Radiant Delerium [roll0] vs TG Reflex for [roll1] Radiant damage. Hit: foe is dazed UENT and has -2 AC (save ends)AP Action: If miss, ready Arc of Vengeance when a minion is adjacent to Bolerum.

Dekkah
2012-12-10, 08:24 PM
DM
Bolerum divine magic hit the undead creature, forcing an other sheirk and a dibeleiving glare from it, but Bolerum does suffer from the attack as well when some red and dark fire scorch him, deelply enough to leave some 2nd degree burns this time. Also, the paladins magic isnt only meants to hurt the creature , but also to daze it. The monster sensing the intrusion call upon its minion to protect it. The minion explode in dark smoke and the black smoke rush over the undead creature and fight back the divine magic. Surprised, the paladin curse and it distract him enough so he doesnt manage to fight off the darkfire.

Corrected Tg position as mentionned by Bolerum.


Bolerum take 5 Fire damage.
Bolerum hit TG, trigger the prison and takes 7 fire and necrotic (this bloody Bolerum) and trigger a countermeasure (to prevent the debuff).

TG :
No action :Sacrifice a shadow duplicated (SD 4) to make a saving throw against the triggering effect, even if that effect doesnít normally on a save., rolled OOC = Saved (so no dazed and -2 to attacks).

Bolerum fail his saving throw.

It is Ace turn (You take 10 fire damages)


Initiative :
Round : 4
Ace......................: 25 <--Active Player TG.......................: 24
SD.......................: 24
Ashe....................: 15
Monique...............: 13
Bolerum...............: 6


Monster Status :

(A3) - TG : BLOODIED, Oath of enmity (Ashe), Divine Challenge (Bolerum), Slowed UENT (Ace)
(B3/F7), Hellfire Prison, Zone (Orange) : The zone blocks line of sight and effect to creatures outside of the zone. Whenever an enemy willingly and fully leaves the zone, or targets a creature outside of the zone, that enemy takes 7 fire and necrotic damages, or ?????((more)) if TG is within the zone. An enemy that is moved out of the zone with forced movement, make a saving throw or has the forced movement cancelled and is teleported to a square of TG choice within the zone.


Players Status

(D6) Bolerum: 21/53, TEMP HP = 0, Healing surges : 12/12
Bloodied
Slowed and cannot shift until escape (DC 17) or it isnít in the Hellfire Prison zone.
Ongoing 5 fire damages and cannot regain HP or gain THP (Save ends) This effect ends immediately when the target isnít in the zone

(D7) Monique : 8/44, TEMP HP = 0 , Healing surges : 8/8
Bloodied
Restrained and cannot shift until escape (DC 17) or it isnít in the Hellfire Prison zone.

(D3) Ashe : 5/49, TEMP HP = 0, Healing Surges : 7/7
Bloodied
Ongoing 5 fire damages and cannot regain HP or gain THP (Save ends) This effect ends immediately when the target isnít in the zone
Enemies adjacent to Ashe takes -2 to attack rolls UENT (Ashe)

(E6)Ace 22/42, TEMP HP = 6, Healing Surges : 4/6
Ongoing 10 fire damages and cannot regain HP or gain THP (Save ends) This effect ends immediately when the target isnít in the zone
+1 AC UENT (Ace)




Map :
http://img171.imageshack.us/img171/6250/fallentower.jpg
Brown are the chasm cliffs.
Blackness is the chasm itself (ground is 45 feet bellow the tower window)
Yellow square is the open windows on the ground (leading to a 45 feet drop)
Furniture and rubbles count as difficult terrain.
The floor angle up in row 3 and 7 (Blue shade on the floor), making it hard to stand there : Creatures hit on those squares make a saving throw or fall prone.
The floor in row 2 and 8 (Orange shade) is too steep to easyly stand upon : A creature can move there, but it count as difficult terrain and the creature grant CA while standing in those squares. If he ends any form of movement there(including forced movement), he must make a saving throw or slide down to row 3 or 7 (same line). If that square is occupied, the creature fall prone in the occupied square.
The floor slowly rise from the north to the south, but not enough to cause any condition.
The Darkgreen line is the rope you secured and goes out from the window.

The circle in the Red square is a representation of the wall between G and H lines (side view).
You can see the window on the floor (Yellow), the sloping area (as described above) and furnitures. You also can see the positions of the stairways (Red dot being the start of the stairway on that wall) and the access to the other rooms. The Green one lead to the room on G side, while the pink one lead to the room on K side (which is throught the wall between J and K ).
The Darkgreen line represent the rope you secured.

Shadow_Elf
2012-12-10, 09:23 PM
Ace
The sorcerer enters the center of the prison and his cards ready themselves around him. Goin' t'come back in an' play? says Ace smarmily, with a smile.

Move Action: To D5
Standard Action: Ready an Action
Action: Storm Step
Trigger: There is an enemy within the prison

Attack: [roll0] vs. Fortitude
Hit: [roll1] thunder damage.
Effect: Shift 1. I will choose which direction when it triggers.

Dekkah
2012-12-11, 01:27 PM
DM
With the boosted fire, Ace armor doesnt protected him completly, and the fire burn up most of Bolerum's protective divine magic. The sorceer, not wanting to get burned like Bolerum by the firewall and ready himself instead and focus to stop the fire on himself.

The keeper, who stopped laughing now, look at the heroes her face serious again, mostly looking at Bolerum. It seems like the paladin really got her attention with all the radiant magic he've thrown at her.
"You insolent $%%$/!"
She summon two monster beside Bolerum using her onw negative vitality, but Bolerum was ready for that and unleash a power burst of energy that destroy both creature.

While the creature fire eyes show no real emotion, you see some facial signs of worry on the creature face. She lower her sword and a score of tentacles errupt all around you grasping at every adventurers in the prison. None of the heroes manage to dodge them all, leaving everyone either slowed or completly grappled. There is so many tendrils holding Bolerum that they even manage to pull him up to one of the corners.

The creature withdraw into her cavern and ready herself in case someone would manage to follow her, working furiously against the paladin's enchatment.

Ashe struggle a second with the tendril, but the pain from the fire and other wounds get the better of him and he blacks out, falling to the ground.

Ace take 10 fire damage (reduce to 5 because of armor).
Ace ready an attack.
Ace save VS ongoing fire.
Ace Ac bonus ends.
Slow on TG ends.

TG :
Start of turn Leaking Soul, loose 10 and summon 2 Minion Adjacent to Bolerum. (This trigger Bolerum, he hit both minion and destroy them,)

Minor : Chains that bind, Close burst 2 center in Hellfire Prison.
Attack on Ace (+2 (CA- Trait), -2 (Bolerums debuff)) : 26 VS Reflex (Hit)
Attack on Ashe (+2 (CA- Trait), -2 (Bolerums debuff)) : 20 VS Reflex (Hit)
Attack on Bolerum (+2 (CA- Trait), -2 (Bolerums debuff)) : 28 VS Reflex (Hit)
Attack on Monique (+2 (CA- Trait), -2 (Bolerums debuff)) : 23 VS Reflex (Hit)
Hit: The target is slowed and cannot shift until escape (DC 17) or it isnít in the Hellfire Prison zone. If the target is already slowed by this effect it is restrained instead of being slowed.
Effect: If the target is already subject to this effect, the zone slides it 3 squares to a square within the zone, ignoring the restrained condition. No square of this forced movement can take the creature outside of the zone. (Slide Bolerum to F3, Monique = Forfeit )

Move : Move to -C6
Standard : Ready Banishing Blade
End of turn : Save vs -2 to attacks (16 = SAved)

Ashe takes 5 fire damages (fall unconcious and is dying)
Ashe Save VS Fire (7= Failed)
Ashe save VS death (6= failed 1)

It is Monique turn (You are still restrained and remember that you can only use majestic word once per turn.) Not that You and Ace are the only that can receive healing this turn.

Initiative :
Round : 4
Ace......................: 25
Bolerum...............: 6
TG.......................: 24
SD.......................: 24 Readied
Ashe....................: 15
Monique...............: 13 <--Active Player


Monster Status :

(A3) - TG : BLOODIED, Oath of enmity (Ashe), Divine Challenge (Bolerum)
(B3/F7), Hellfire Prison, Zone (Orange) : The zone blocks line of sight and effect to creatures outside of the zone. Whenever an enemy willingly and fully leaves the zone, or targets a creature outside of the zone, that enemy takes 7 fire and necrotic damages, or ?????((more)) if TG is within the zone. An enemy that is moved out of the zone with forced movement, make a saving throw or has the forced movement cancelled and is teleported to a square of TG choice within the zone.


Players Status

(D6) Bolerum: 21/53, TEMP HP = 0, Healing surges : 12/12
Bloodied
Restrained and cannot shift until escape (DC 17) or it isnít in the Hellfire Prison zone.
5 ongoing fire damage and canít regain hit points or gain temporary hit points (save ends both). This effect ends immediately when the target isnít in the zone.

(D7) Monique : 8/44, TEMP HP = 0 , Healing surges : 8/8
Bloodied
Restrained and cannot shift until escape (DC 17) or it isnít in the Hellfire Prison zone.

(D3) Ashe : 0/49, TEMP HP = 0, Healing Surges : 7/7
Bloodied
Prone
Dying (Saved failed = 1 )
Slowed and cannot shift until escape (DC 17) or it isnít in the Hellfire Prison zone.
5 ongoing fire damage and canít regain hit points or gain temporary hit points (save ends both). This effect ends immediately when the target isnít in the zone.


(E6)Ace 22/42, TEMP HP = 1, Healing Surges : 4/6
Slowed and cannot shift until escape (DC 17) or it isnít in the Hellfire Prison zone.



Map :
http://img5.imageshack.us/img5/6250/fallentower.jpg
Brown are the chasm cliffs.
Blackness is the chasm itself (ground is 45 feet bellow the tower window)
Yellow square is the open windows on the ground (leading to a 45 feet drop)
Furniture and rubbles count as difficult terrain.
The floor angle up in row 3 and 7 (Blue shade on the floor), making it hard to stand there : Creatures hit on those squares make a saving throw or fall prone.
The floor in row 2 and 8 (Orange shade) is too steep to easyly stand upon : A creature can move there, but it count as difficult terrain and the creature grant CA while standing in those squares. If he ends any form of movement there(including forced movement), he must make a saving throw or slide down to row 3 or 7 (same line). If that square is occupied, the creature fall prone in the occupied square.
The floor slowly rise from the north to the south, but not enough to cause any condition.
The Darkgreen line is the rope you secured and goes out from the window.

The circle in the Red square is a representation of the wall between G and H lines (side view).
You can see the window on the floor (Yellow), the sloping area (as described above) and furnitures. You also can see the positions of the stairways (Red dot being the start of the stairway on that wall) and the access to the other rooms. The Green one lead to the room on G side, while the pink one lead to the room on K side (which is throught the wall between J and K ).
The Darkgreen line represent the rope you secured.

Shadow_Elf
2012-12-12, 09:54 AM
Ace
The Vistani tries to escape from his chains while attempting to help the unconscious Ashe put out the fire. Either way, he drops his torch on the ground and pulls out a Healing Potion for later use.

Move Action: Escape Attempt
Standard Action: First Aid to grant Saving Throw @ Ashe
Free Action: Drop Torch
Minor Action: Draw Healing Potion

Time to spend my turn making skill checks I am bad at!

Acrobatics: [roll0]
Heal: [roll1]

Leewei
2012-12-12, 01:02 PM
Bolerum

Looking at his companions, Bolerum exhults, "Our foe is nearly done. Let us show our mettle!"

He then charges at the creature.

"YOU'RE GOING BACK TO HELL NOW, WRETCH!"

Minor: Switch armor to versatile, gaining full movement and losing skill penalty.

Move: Escape and shift to E3 (Succeeds; see OOC).

Minor: Lay on Hands to Ashe, allowing him to regain hit points as if spending a Healing Surge. Edit: Sorry, Gillric. Wasn't in the cards.

Standard: Charge to -B5; MBA [roll0] Edit: 21 (+1 charge; -5 Run Edit: Roll effectively +5 due to no Run.) vs TG's AC for [roll1] damage. The jump check to clear bad terrain automatically succeeeds. Bolerum will take damage for leaving the zone. TG remains marked.

Special: If hit by TG for damage, use Resist Pain as an Immediate Action to gain Resist All 7 UENT.

Special: If missing TG by <=4, use Heroic Effort to change the attack into a hit.

Note: Since Bol has attacked TG, his mark is still active. Having left the zone, he can now move normally and be healed.

Dekkah
2012-12-12, 05:55 PM
DM
Ace manage to slip away from the black energy lines slowing him down and help the unconcious elf by dousing the necrotic fire.

Bolerum, forcefuly break free of the restraints and rush forward, charging the ready monster. As he pas throught the firewall, he get burned. as he reach the undad creature, it welcomes Bolerum with his weapon, strinking faster than the kord disciple. The necrotic blade pass right under the paladins blade and sink in, sapping nearly all the lifeforce of the though man, teleporting him back at his starting point inside the fire cage. Bolerum cannot sustain it anymore and fall to the ground between life and death as more dark tentacles errupt to grab him.

Ace escape the tentacles
Ace grant a save to Ashe (who succeed it (no more fire for Ashe)

Bolerum takes 5 fire damage.
Bolerum escape the restraint
Bolerum Charge, taking 7 damages from the firewall.
Monique out remove the Ongoing fire/no healing.
Bolerum movement adjacent trigger the readied action.
bolerum fall unconsious and divine challenge ends. (I am not sure if we can consider that bolerum engaged the monster this turn, but being unconcious ends marks anyway - as written in the mark status description)

TG :
Immediate reaction : Trigger after movement, Banishing Blade on Bolerum,
Attack on Bolerum : 23 VS AC, 17 necrotic damages, teleport Bolerum back in F3 and target him with Chains that bind
Attack on Bolerum (+2 (CA - Trait)): 21 VS reflex, Slowed and cannot shift until escape (DC 17) or it isnít in the Hellfire Prison zone.
Bolerum is dying and make a saving throw VS deaht (17 - success)


It is Monique turn - I,ll wait for her to play at this point (I am sure Ashe prefer to wait for her to play so he get healed and have a turn of his own).




Initiative:
Round : 4
Ace......................: 25
TG.......................: 24
Bolerum...............: 6
Monique...............: 13 (Delay) <--Active Player
Ashe....................: 15


Monster Status :

(A3) - TG : BLOODIED, Oath of enmity (Ashe)
(B3/F7), Hellfire Prison, Zone (Orange) : The zone blocks line of sight and effect to creatures outside of the zone. Whenever an enemy willingly and fully leaves the zone, or targets a creature outside of the zone, that enemy takes 7 fire and necrotic damages, or ?????((more)) if TG is within the zone. An enemy that is moved out of the zone with forced movement, make a saving throw or has the forced movement cancelled and is teleported to a square of TG choice within the zone.


Players Status

(D6) Bolerum: -8/53, TEMP HP = 0, Healing surges : 12/12
Bloodied
Prone
Dying


(D7) Monique : 8/44, TEMP HP = 0 , Healing surges : 8/8
Bloodied
Restrained and cannot shift until escape (DC 17) or it isnít in the Hellfire Prison zone.

(D3) Ashe : 0/49, TEMP HP = 0, Healing Surges : 7/7
Bloodied
Prone
Dying (Saved failed = 1 )
Slowed and cannot shift until escape (DC 17) or it isnít in the Hellfire Prison zone.

(E6)Ace 22/42, TEMP HP = 1, Healing Surges : 4/6




Map :
http://img62.imageshack.us/img62/6250/fallentower.jpg
Brown are the chasm cliffs.
Blackness is the chasm itself (ground is 45 feet bellow the tower window)
Yellow square is the open windows on the ground (leading to a 45 feet drop)
Furniture and rubbles count as difficult terrain.
The floor angle up in row 3 and 7 (Blue shade on the floor), making it hard to stand there : Creatures hit on those squares make a saving throw or fall prone.
The floor in row 2 and 8 (Orange shade) is too steep to easyly stand upon : A creature can move there, but it count as difficult terrain and the creature grant CA while standing in those squares. If he ends any form of movement there(including forced movement), he must make a saving throw or slide down to row 3 or 7 (same line). If that square is occupied, the creature fall prone in the occupied square.
The floor slowly rise from the north to the south, but not enough to cause any condition.
The Darkgreen line is the rope you secured and goes out from the window.

The circle in the Red square is a representation of the wall between G and H lines (side view).
You can see the window on the floor (Yellow), the sloping area (as described above) and furnitures. You also can see the positions of the stairways (Red dot being the start of the stairway on that wall) and the access to the other rooms. The Green one lead to the room on G side, while the pink one lead to the room on K side (which is throught the wall between J and K ).
The Darkgreen line represent the rope you secured.

Dekkah
2012-12-13, 12:16 PM
DM
Monique try to free herself from the grappling tentacles, but she isnt as strong as Bolerum and doesnt manage to disloge herself. Still, she takea few moment to refocus and shout arcana filled words at Ashe,
"Wake up, we arent done here yet!"
That stir up the avenger who open his eyes, back from unconciousness.
Since her healing is needed before we move on (I am sure she would not delay passed Ashe), I decided to play some logical and basic actions for her (took control).

Monique Try to escape : rolled 7 = failed
Monique second wind (spenda surge to heal herself 11 HP and gain +2 all defenses)
Monique majestic word on Ashe (Ashe spend a surge and regain 16 HP)

It is Ashe turn. (Prone, unarmed and slowed/no shift)
Initiative:
Round : 4
Ace......................: 25
TG.......................: 24
Bolerum...............: 6
Monique...............: 13 [/B]
Ashe....................: 15 (Delay) <--Active Player


Monster Status :

(A3) - TG : [B]BLOODIED, Oath of enmity (Ashe)
(B3/F7), Hellfire Prison, Zone (Orange) : The zone blocks line of sight and effect to creatures outside of the zone. Whenever an enemy willingly and fully leaves the zone, or targets a creature outside of the zone, that enemy takes 7 fire and necrotic damages, or ?????((more)) if TG is within the zone. An enemy that is moved out of the zone with forced movement, make a saving throw or has the forced movement cancelled and is teleported to a square of TG choice within the zone.


Players Status

(F3) Bolerum: -8/53, TEMP HP = 0, Healing surges : 12/12
Bloodied
Prone
Dying
Slowed and cannot shift until escape (DC 17) or it isnít in the Hellfire Prison zone.


(D7) Monique : 19/44, TEMP HP = 0 , Healing surges : 7/8
Bloodied
Restrained and cannot shift until escape (DC 17) or it isnít in the Hellfire Prison zone.

(B4) Ashe : 16/49, TEMP HP = 0, Healing Surges : 6/7
Bloodied
Prone
Death Saved failed = 1
Slowed and cannot shift until escape (DC 17) or it isnít in the Hellfire Prison zone.

(D5)Ace 22/42, TEMP HP = 1, Healing Surges : 4/6




Map :
http://img834.imageshack.us/img834/6250/fallentower.jpg
Brown are the chasm cliffs.
Blackness is the chasm itself (ground is 45 feet bellow the tower window)
Yellow square is the open windows on the ground (leading to a 45 feet drop)
Furniture and rubbles count as difficult terrain.
The floor angle up in row 3 and 7 (Blue shade on the floor), making it hard to stand there : Creatures hit on those squares make a saving throw or fall prone.
The floor in row 2 and 8 (Orange shade) is too steep to easyly stand upon : A creature can move there, but it count as difficult terrain and the creature grant CA while standing in those squares. If he ends any form of movement there(including forced movement), he must make a saving throw or slide down to row 3 or 7 (same line). If that square is occupied, the creature fall prone in the occupied square.
The floor slowly rise from the north to the south, but not enough to cause any condition.
The Darkgreen line is the rope you secured and goes out from the window.

The circle in the Red square is a representation of the wall between G and H lines (side view).
You can see the window on the floor (Yellow), the sloping area (as described above) and furnitures. You also can see the positions of the stairways (Red dot being the start of the stairway on that wall) and the access to the other rooms. The Green one lead to the room on G side, while the pink one lead to the room on K side (which is throught the wall between J and K ).
The Darkgreen line represent the rope you secured.

Gillric
2012-12-13, 02:26 PM
Ashe

Move: Stand up
Minor: Pick up sword
Standard: Charge to -B5 and Overwhelming Strike
[roll0] or [roll1] 20 vs AC (reroll in OOC thread)
Hit: [roll2] and Ashe shifts to -B4 and slides TG to -B5

Ashe's Status:
HP 16/49 Bloodied 24 Healing Surge 12 (1 used /7)
AC 21 Fort 14 Reflex 18 Will 18 Speed 7(9)

THP 0

EFFECTS

ENCOUNTERS SINCE LAST EXTENDED REST 0

OATH TARGET TG

ACTION POINTS 0

At-Will Powers
Bond of Pursuit
Overwhelming Strike

Encounter Powers
Oath of Enmity
Righteous Pursuit
Elven Accuracy
Rictus Grin
Sequestering Strike
Bloodied Determination
Abjure Undead (Channel Divinity)
Divine Guidance (Channel Divinity)

Action Point
Second Wind

Daily Powers
Aspect of Might
Oath of Righteous Fury

Item Powers
Cannith Goggles (Daily)
Enduring Spirit Vestments Cloth Armor (Daily)
Ruby Scabbard (Encounter)
Point Blank Longbow (Encounter)

AMMO
Arrows: 45

Shadow_Elf
2012-12-13, 05:33 PM
Ace
The sorcerer sighs as Bolerum reappears in the prison, unconscious. Alright you lazy layabout, there ain't no time fer sleepin' jus' yet... he mutters, walking over to Bole and pouring the potion at hand down his throat. Up an' at-em', Bole, we got work t'do.

Move Action: To F4
Standard Action: Administer Healing Potion @ Bolerum
Minor Action: Pick up Greenbane and hand it to Bolerum

Not sure if the last move is legal, but since the disarm-on-unconscious rules aren't strict RAW, I figure it's up to Dekkah.

Dekkah
2012-12-13, 05:56 PM
DM
Ashe charge missed.


Shadow heal blerum 10 HP and pick/offer him his weapon.

Ok, here is the crunch result fo the monster turn.

Scathing incineration doesnt recharge (rolled 1)
Tg Loose 10 HP = Two minion appear on each side of Ashe (-B6 and -B7)

Standard : Tg use banishing Blade on Ashe (15 VS AC = miss)

Move : TG shift to -D6

Minor : TG use chains that bind in the prison vs reflex, Bolerum = 31 (restrained), Ace = 16 (Miss), Monique =19 (Restrained)
He doesnt slide anyone.

The two minions attack Ashe with Flank (32 and 31 VS AC).
Both hit, so Ashe is now at -1 and Tg won 10 HP

The Monster yelled madly at Ashe :
"You lifeforce is mine! I'll take it all."
That is when the minion droped Ashe, healing him. You all have enough insight to realise that he will have his minion keep draining Ashe to bolster him next round.

It is Bolerum turn.

You can wait until I reply officially IC or post now if you want (I wont post IC until late tonight or maybe even tommorow morning... I'll edit this post to put up the official IC later.

Leewei
2012-12-13, 07:14 PM
Bolerum

The injured warrior's eyes open as the healing draughts do their work. His smile returns as he sees Ace.

"This is as I imagine Valhalla to be. Arising anew among friends after each battle."

He then stands swiftly as Greenbane eases back into his hand, his injuries fading as he renews his strength.

"Fiend! Whore of Balor! Leave your hiding place or die where you cower! I COME FOR YOU"

Minor: Stand up (getting a lot of mileage from those boots lately)
Move: Escape [roll0] Edit: Shift 1 closer to TG. Edit2: Run to B4, jumping the bad terrain (automatic success). Edit3: Walk to B4, jumping the bad terrain (automatic success).
Standard: Invigorating Presence. Use Cloak of the Walking Wounded to spend an extra surge. Recover 28HP, gain +2 to all defenses US(?)NT, grant all allies within 5 squares 12 THP.

Dekkah
2012-12-13, 09:53 PM
DM
Knowing it is either act of die, Ashe spring onto his feet picking up his big weapon and charge at the monster. As he pass the wall he gets burned, but also he gets free from the grasping magic. a he rush at the monster, the creature face look afraid, but it manage to dodge the fullblade at the last second.

While the creature is busy with Ashe, the sorcerer slowly move up to Bolerum and force him to drink an potion, reviving him.

Summoning two more shadow on each side of Ashe, the keeper grin widely at the advantage he now have. Rising her sword, she yell,
"Your lifeforce is mine! I'll take it all!"
She strike at the elf, but Ashe was ready and deflect the dangerous weapon with his blade. Clearly pissed off, but also a little wary, the monster step back and take a look over the elf shoulder. Noting that The heroes are helping each other up, she trigger the dark magic of the zone, tring to bind them all in place. She manage to hit the paladin and bard, but Ace nimbly dodge the attemps to grapple him.

Looking back at Ashe, she spur her minions in an unhuman but delicate voice, as if she was speaking to some chidrens,
"Sap it all, give it all to me!"
As she says so, the two minion lunge for Ashe. They are faster than anticipated, and both their incorporeal weapons sink in the elf flesh, saping most of vitaly and forcing him back into to unconciousness.

Bolerum, Now back from death door, accept the offered Greenbane and stand, break free from the restraints again and refocus offering his god protection to all his allies. The Keeper look incredulously at revitalized paladin.

Ashe charge miss

Ace heal Bolerum 10 HP (-1 surge)

TG :
Start of turn Leaking Soul, loose 10 and summon 2 Minion flanking Ashe (-B5 and -B7). (This trigger Bolerum, he hit both minion and destroy them,)

Standard : Banishing Blade on Ashe, 15 VS AC (Miss)

Move : Shift to -D6

Minor : Chains that bind, Close burst 2

center in Hellfire Prison.
Attack on Ace (+2 (CA- Trait)) : 16 VS Reflex (Miss)
Attack on Bolerum (+2 (CA- Trait), ) : 31 VS Reflex (Hit)
Attack on Monique (+2 (CA- Trait), ) : 19 VS Reflex (Hit)
Hit: The target is slowed and cannot shift until escape (DC 17) or it isnít in the Hellfire Prison zone. If the target is already slowed by this effect it is restrained instead of being slowed.
Effect: If the target is already subject to this effect, the zone slides it 3 squares to a square within the zone, ignoring the restrained condition. No square of this forced movement can take the creature outside of the zone. (Forfeit all slides )

SD2 :
Standard: Draining Blade on Ashe (+2 (Flank)), 32 VS AC, 5 necrotic damages and Tg regain 5 HP.

SD5 :
Standard: Draining Blade on Ashe (+2 (Flank)), 32 VS AC, 5 necrotic damages and Tg regain 5 HP.

Bolerum second wind for 28 HP and give Ace, Ashe and monique 12 THP.

It is Monique turn.


Initiative:
Round : 5
Ace......................: 25
TG.......................: 24
Bolerum...............: 6
Monique...............: 13 <--Active Player
Ashe....................: 15


Monster Status :

(-D6) - TG : BLOODIED, Oath of enmity (Ashe)
(B3/F7), Hellfire Prison, Zone (Orange) : The zone blocks line of sight and effect to creatures outside of the zone. Whenever an enemy willingly and fully leaves the zone, or targets a creature outside of the zone, that enemy takes 7 fire and necrotic damages, or ?????((more)) if TG is within the zone. An enemy that is moved out of the zone with forced movement, make a saving throw or has the forced movement cancelled and is teleported to a square of TG choice within the zone.


Players Status

(D4) Bolerum: 38/53, TEMP HP = 0, Healing surges : 9/12
+2 All defense USNT (Bolerum)

(D7) Monique : 19/44, TEMP HP = 12 , Healing surges : 7/8
Bloodied
Restrained and cannot shift until escape (DC 17) or it isnít in the Hellfire Prison zone.
+2 All defense USNT (Monique)

(-B5) Ashe : -1/49, TEMP HP = 12, Healing Surges : 6/7
Bloodied
Prone
Dying
Death Saved failed = 1

(F4)Ace 22/42, TEMP HP = 12, Healing Surges : 4/6




Map :
http://img21.imageshack.us/img21/6250/fallentower.jpg
Brown are the chasm cliffs.
Blackness is the chasm itself (ground is 45 feet bellow the tower window)
Yellow square is the open windows on the ground (leading to a 45 feet drop)
Furniture and rubbles count as difficult terrain.
The floor angle up in row 3 and 7 (Blue shade on the floor), making it hard to stand there : Creatures hit on those squares make a saving throw or fall prone.
The floor in row 2 and 8 (Orange shade) is too steep to easyly stand upon : A creature can move there, but it count as difficult terrain and the creature grant CA while standing in those squares. If he ends any form of movement there(including forced movement), he must make a saving throw or slide down to row 3 or 7 (same line). If that square is occupied, the creature fall prone in the occupied square.
The floor slowly rise from the north to the south, but not enough to cause any condition.
The Darkgreen line is the rope you secured and goes out from the window.

The circle in the Red square is a representation of the wall between G and H lines (side view).
You can see the window on the floor (Yellow), the sloping area (as described above) and furnitures. You also can see the positions of the stairways (Red dot being the start of the stairway on that wall) and the access to the other rooms. The Green one lead to the room on G side, while the pink one lead to the room on K side (which is throught the wall between J and K ).
The Darkgreen line represent the rope you secured.

NotScaryBats
2012-12-15, 11:37 PM
Monique continues to try to escape [roll0].

NotScaryBats
2012-12-15, 11:39 PM
Monique continues to try to escape [roll0] again, and wishes this were a saves end condition rather than vs a set dc with a 20% chance of success.

Defeated, the bard slumps in her restraints, unable to help her dying comrades. End turn, saving the majestic word for if i can get to ashe next turn.

Shadow_Elf
2012-12-16, 08:39 PM
Ace
Seeing Ashe go down, Ace knows he can't save his newest spell for later; it has to get used on this enemy, and quickly. To get into the best position, however, Ace has to try to jump over some of the rubble barring his path, leaping through the prison wall. Once in place, he draws two cards and throws them, each trailing red hearts in its wake.

Move Action: Try to reach (-A)5. If Athletics fails, end in A4 if Athletics is at least 5. End in C3, turn change required, if Athletics is 4 or less.
Standard Action: 5D - Hearts & Clubs, @ TG, SD5

Athletics: [roll0]

Attack: [roll1] vs. Reflex @ TG (incl. free +2 from Dekkah). -2 (Cover) if Athletics is not at least 10. No attack if Athletics is 4 or less.
Hit: [roll2] radiant damage.
Effect: On even, +1 AC, on odd, saving throw (not required).

Attack: [roll3] vs. Reflex @ SD5 (incl. free +2 from Dekkah). No attack if Athletics is 4 or less.
Hit: [roll4] radiant damage.

Effect: If either hits, Ace spends a healing surge and regains 10 HP.

Dekkah
2012-12-17, 11:13 AM
DM
Monique strugles against the magical restraints, but doesnt manage to free herself, while Ashe goan a little on the floor.
Ace rush out of the prison, jumping over rubbles and loose most of Bolerum protection as he goes throught the firewall. His attack lack precision, and both aimed enemies manage to partialy dodge the attacks. Still the tower guardian shierk in pain as the radiant cards hit him.

Her face contracted in pain and hatred, the guardian summon two more minion using some part of her undead vitality. Sunddenly, the prison around the heroes vanish, releasing Monique.
"Your lives are mine!"
A burst of darkness errupt over Ace head and fill most of the tunnels, extending up to the fallen tower. Monique see it coming, but it doesnt reach her and she find herself facing a black wall once again. Bolerum and the unconcious Ashe doesnt manage to ward off the mental intrusion and find themselves aspired by the hellish magic and teleported inside the prison, both feeling quite disoriented. Ace manage to resit it and surf the magic ending outside the opauqe box.

The keeper teleport in the prison and lower her sword to call upon the grapling tentacles. Both the heroes inside are slowed by the jail magic, as the keeper yell,
"Drain these intruders my pets, drain them dry!"

Listening the their master, the shadow teleport around Ashe and Bolerum and attack them. Bolerum manage to dodge one of them, but feels the other cold shadowy weapon sink in. Even though he is standing upon the slippery ground, Bolerum manage to keep his footing against all the attacks. Ashe is quite lucky as one of the monster simply strike an inch beside his unmoving body, while the other sap away some of the protective magic surrounding him.

Monique fail her two escape attempts.
Monique +2 to all defense ends

Ashe save VS death (17 done in OOC)

Ace move out and takes 7 fire and necrotic damages (5 THP left)
Ace miss both attacks, still deal 10+vulnerability to TG.

TG
Start of turn : Recharge roll = 1 (again...) - fail.
Start of turn : Loose 10 HP, summon 2 minions (A3 and A4)

Free: Unsummon Hellfire Prison (This release Monique)

Standard : Hellfire Prison (fire, necrotic, zone) * Recharge when the zone created by this power ends.
Attack: Area burst 2 within 10 squares centered in A5 (each enemy in burst);
Effect: The burst creates a zone that lasts until the end of the encounter, the Tower Guardian is destroyed, ends a turn more than 10 squares away from it, or ends it as a free action. The zone blocks line of sight and effect to creatures outside of the zone. Whenever an enemy willingly and fully leaves the zone, or targets a creature outside of the zone, that enemy takes 7 fire and necrotic damage, or ??? if the Tower Guardian is within the zone. An enemy that is moved out of the zone with forced movement, make a saving throw or has the forced movement cancelled and is teleported to a square of the Tower Guardianís choice within the zone. The Tower Guardian and his duplicated have line of sight to all squares within the zone.
Attack on Ace (+2 (CA - Trait)) : 14 VS Will (Miss)
Attack on Ashe (+2 (CA - Trait)) : 18 VS Will (Hit - not that Ashe have -5 to all defenses from unconcious)
Attack on Bolerum (+2 (CA - Trait)) : 31 VS Will (Hit)
Hit: The target is teleported to an unoccupied square on solid ground of the Tower Guardianís choice within the zone and is dazed until the end of the Tower Guardianís next turn. (Bolerum = C3, Ashe=-B3)
Miss: The target is teleported to a square of its choice outside of and adjacent to the zone. (Ace = )

Move : Ward the prison : Teleport to -A5

Minor : Chains that Bind * At-Will (1/round, cannot be used if Scathing Incarceration have been used this turn)
Requirement: The Tower Guardian must be within the Hellfire Prison zone.
Effect: The Hellfire Prison zone makes the following attack:
Attack: Close burst 2 centered in the Hellfire Prison(each enemy in the burst);
Attack on Ashe (+2 (CA - Trait)) : 22 VS Reflex (Hit)
Attack on Bolerum (+2 (CA - Trait)) : 20 VS Reflex (Hit)
Hit: The target is slowed and cannot shift until escape (DC 17) or it isnít in the Hellfire Prison zone. If the target is already slowed by this effect it is restrained instead of being slowed.
Effect: If the target is already subject to this effect, the zone slides it 3 squares to a square within the zone, ignoring the restrained condition. No square of this forced movement can take the creature outside of the zone.

Being hit force a save for Bolerum VS prone, 15 = saved.

SD 1 :
Move : Ward the prison : teleport to B4
Standard : Draining Blade on Bolerum (+2 (CA- Trait)), 17 VS AC (Miss)

SD 2 :
Standard : Draining Blade on Ashe (+2 (CA- Trait)), 15 VS AC (Miss - that is a 1)

SD 3 :
Move : Ward the prison : teleport to C4
Standard : Draining Blade on Bolerum (+2 (CA- Trait)), 27 VS AC, 5 Necrotic damages and Tg regain 5 HP

Being hit force a save for Bolerum VS prone, 19 = saved.

SD 5 :
Move : Ward the prison : teleport to -A3
Standard : Draining Blade on Ashe (+2 (CA- Trait)), 31 VS AC, 5 Necrotic damages and Tg regain 5 HP

It is Bolerums turn (remember that you are Dazed / Slowed/ No shift... which saddly invalidate the movement from Pressing strike)

NOTE : I still need to know where Shadow wanted to be Teleported to (see occ for details)

NOTE 2 : The sword drawings on the map is Ashe weapon.


Initiative:
Round : 6
Ace......................: 25
TG.......................: 24
Bolerum...............: 6 <--Active Player
Monique...............: 13
Ashe....................: 15


Monster Status :

(-A5) - TG : BLOODIED, Oath of enmity (Ashe)
(B3/F7), Hellfire Prison, Zone (Orange) : The zone blocks line of sight and effect to creatures outside of the zone. Whenever an enemy willingly and fully leaves the zone, or targets a creature outside of the zone, that enemy takes 7 fire and necrotic damages, or ?????((more)) if TG is within the zone. An enemy that is moved out of the zone with forced movement, make a saving throw or has the forced movement cancelled and is teleported to a square of TG choice within the zone.


Players Status

(C3) Bolerum: 33/53, TEMP HP = 0, Healing surges : 9/12
+2 All defense USNT (Bolerum)
Dazed UENT (TG)
The target is slowed and cannot shift until escape (DC 17) or it isnít in the Hellfire Prison zone.

(D7) Monique : 19/44, TEMP HP = 12 , Healing surges : 7/8
Bloodied

(-B3) Ashe : -1/49, TEMP HP = 7, Healing Surges : 6/7
Bloodied
Prone
Dying
Death Saved failed = 1
Dazed UENT (TG)
The target is slowed and cannot shift until escape (DC 17) or it isnít in the Hellfire Prison zone.

(??)Ace 22/42, TEMP HP = 5, Healing Surges : 4/6




Map :
http://img10.imageshack.us/img10/6250/fallentower.jpg
Brown are the chasm cliffs.
Blackness is the chasm itself (ground is 45 feet bellow the tower window)
Yellow square is the open windows on the ground (leading to a 45 feet drop)
Furniture and rubbles count as difficult terrain.
The floor angle up in row 3 and 7 (Blue shade on the floor), making it hard to stand there : Creatures hit on those squares make a saving throw or fall prone.
The floor in row 2 and 8 (Orange shade) is too steep to easyly stand upon : A creature can move there, but it count as difficult terrain and the creature grant CA while standing in those squares. If he ends any form of movement there(including forced movement), he must make a saving throw or slide down to row 3 or 7 (same line). If that square is occupied, the creature fall prone in the occupied square.
The floor slowly rise from the north to the south, but not enough to cause any condition.
The Darkgreen line is the rope you secured and goes out from the window.

The circle in the Red square is a representation of the wall between G and H lines (side view).
You can see the window on the floor (Yellow), the sloping area (as described above) and furnitures. You also can see the positions of the stairways (Red dot being the start of the stairway on that wall) and the access to the other rooms. The Green one lead to the room on G side, while the pink one lead to the room on K side (which is throught the wall between J and K ).
The Darkgreen line represent the rope you secured.

Leewei
2012-12-17, 11:58 AM
Bolerum

Whirling Greenbane and sliding past the shadows, Bolerum brings the greatsword slamming at one of the minions in a gambit to reach his fallen friend.

Standard: Pressing Strike (shift B3->A4) Valiant Strike, attack SD5 [roll0] vs AC (damage roll immaterial against minions).
Move: If SD5 is destroyed, shift to -A3; otherwise, ready a Healing Potion.
Minor: Lay on Hands to Ashe; if not adjacent to Ashe, Divine Challenge to TG.

NotScaryBats
2012-12-17, 06:19 PM
Digging deeper into her reserves, Monique, now free from her bonds, rushes back into the fight.

Wish iI could wow you all, but only gonna do this...
move walk to g4, provoking
minor, majestic word on Ashe, but no slide since that went so poorly last time
standard stirring shout on tg
[roll0] vs W (I'm not including cover or ca if iI have any of those
on hit [roll1] psychic dmg and until end of encounter, allies who hit tg will regain 4 hp. (my cha mod)
I'm afb, so can't confirm but I'm pretty sure the healing is not an effect, so if iI miss, it whiff completely. I think.

Shadow_Elf
2012-12-18, 12:40 AM
Ace
The sorcerer quickly glances at their opponent's hoard, but finds little of immediate use therein, so he ignores it for the time being. Ace enters the prison, bringing him right up face-to-face with the jailor. Alright, hon, y'all need t'stop screamin' like that. We git it, y'all want us dead. Haveta say, feelin's mutual. He energizes and tosses a card at her.

Minor Action: Perception/Arcana/History
Move Action: To (-B)6
Standard Action: 1A - Wild Card @ TG

Attack Roll @ TG: [roll0] vs. Will
Hit: [roll1] psychic damage and Ace heals 4 HP. On even, bounce.
Effect: On even, +1 AC.

@SD2: [roll2] vs. Will
Hit: Dead. On even, bounce.

@SD5: [roll3] vs. Will
Hit: Dead. On even, bounce.

@SD3: [roll4] vs. Will
Hit: Dead.

Dekkah
2012-12-18, 11:11 AM
DM
Monique step back into the prison, rushing past one of the shadow who strike at her and steal some of her lifeforce for its master. Using her voice, she wake up Ashe from his unconciousness and launch a magical attack onto the Keeper. The magic hit and affect the creature, leaving a magical aura surrounding it.

Ashe who just woke up, unarmed, dizzy and on the ground take a defensive stance to retake his breath.

Meanwhile, Ace move into the hellfire prison and send one of his cards. As it hits the monster, the magic dissipate. Grinning, the creature look at the vistasini and tells him.
"What a pathetic magic trick, let me show you what true power is."
Two more shadow appears, and the creature gaze upon the bard,
"You wont rise up your allies anymore girl."
The creature gaze lock with monique for a second and she feel the intrusion too late to resist it and find herself teleported beside the monster.

An other dozen restraining tendril errupt from the walls and try to graps every heroes. Ashe is the only one who manage to defend himself against them, giving an opportunity for Monique to slide him out of the prison, but as before, the firewall react and Ashe is teleported back inside where he was a second before. Bolerum is nearly mummified by the tentacles loosing his balance and falling prone as they drag him into the rubbles, out of sight of Ace and Monique.

The tower guardian swing her weapon at the two heroes in front of her, hitting them both draining even move vitality from them. The prison at their back burst into flamme, setting them on dark fire again, while Bolerum and Ashe finaly regain their senses a little.

Three of the shadows teleport by Bolerum to gang up on him and take advantage of his precarious situation. Still, the hevealy paladin manage to deflect two of the three attacks. The two remaining ones move onto Ashe and try to finish him, but the elf, now more vigorous and battle ready, manage to dodge on of them, leaving him pretty much unarmed.

Monique move to B4 and provoke an OA (22 VS AC, 5 necrotic damages and heal Tg 5 HP)
Monique heal AShe (spend a surge +4) (16 HP)
Monique hit TG and Allies who hit Tg gain 4 HP (UEE)

Ashe Second wind (regain 12 HP +2 all defenses)

ACe attack miss

TG :

Start of turn : Try to recharge Scathing Incineration (4 = Fail)

Start of turn : Summon two Shadow, loose 10 HP (A4, -B7)

Minor : Imprison on Monique, 26 VS Will, Teleport Monique to -B5

Minor : Chains that Bind * At-Will (1/round, cannot be used if Scathing Incarceration have been used this turn)
Requirement: The Tower Guardian must be within the Hellfire Prison zone.
Effect: The Hellfire Prison zone makes the following attack:
Attack: Close burst 2 centered in the Hellfire Prison(each enemy in the burst);
Attack on Ace (+2 (CA -Trait)): 18 VS Reflex (Hit)
Attack on Ashe (+2 (CA -Trait)): 16 VS Reflex (Miss)
Monique try to slide Ashe out of the zone to -B2, require a save from Ashe (4 = Failed, teleported back into -B3)
Attack on Bolerum (+2 (CA -Trait)): 19 VS Reflex (Hit)
This force a save VS prone for Bolerum (1 = Failed)
Attack on Monique (+2 (CA -Trait)): 23 VS Reflex (Hit)

Hit: The target is slowed and cannot shift until escape (DC 17) or it isnít in the Hellfire Prison zone. If the target is already slowed by this effect it is restrained instead of being slowed.
Effect: If the target is already subject to this effect, the zone slides it 3 squares to a square within the zone, ignoring the restrained condition. No square of this forced movement can take the creature outside of the zone.
(Bolerum is Slid to C6)

Standard : Wide Slash; * At-will
Make up to two Banishing Blade attacks. Must target different targets.

Banishing Blade on Ace (+2 (CA Trait)) : 19 VS AC, 12 necrotic damages, teleport forfeited, Ace is targeted by Scathing incineration.

Secondaray attack on Ace (+2 (CA- Trait)) : 16 VS Fort, The target takes 5 ongoing fire damage and canít regain hit points or gain temporary hit points (save ends both). If the target already has ongoing fire damage with a save ends duration, increase it by 5 instead of applying this ongoing damage. This effect ends immediately when the target isnít in the zone.

Banishing Blade on Monique (+2 (CA Trait)) : 26 VS AC, 11 necrotic damages, teleport forfeited, Monique is targeted by Scathing incineration.

Secondaray attack on Monique (+2 (CA- Trait)) : 33 VS Fort, The target takes 5 ongoing fire damage and canít regain hit points or gain temporary hit points (save ends both). If the target already has ongoing fire damage with a save ends duration, increase it by 5 instead of applying this ongoing damage. This effect ends immediately when the target isnít in the zone.

End of turn : DAze ends on Bolerum and Ashe

SD 3 :
Move : Ward the prison : Teleport to C5
Standard : Draining Blade on Bolerum (+2 (CA - Restrained)), 15 VS AC (miss)

SD 4 :
Move : Ward the prison : Teleport to B6
Standard : Draining Blade on Bolerum (+2 (CA - Restrained)), 18 VS AC (miss)

SD 5 :
Move : Ward the prison : Teleport to B5
Standard : Draining Blade on Bolerum (+2 (CA - Restrained)), 27 VS AC, 5 Necrotic damages and TG regain 5 HP

SD 1 :
Move : Ward the prison : Teleport to -A3
Standard : Draining Blade on Ashe (+2 (CA - Prone)), 18 VS AC (miss)

SD 2 :
Standard : Draining Blade on Ashe (+2 (CA - Prone)), 27 VS AC, 5 Necrotic damages and TG regain 5 HP

It is bolerum's turn (Remember that you are restrained (cannot move and -2 to attacks) and Prone)



Initiative:
Round : 7
Ace......................: 25
TG.......................: 24
Bolerum...............: 6 <--Active Player
Monique...............: 13
Ashe....................: 15


Monster Status :

(-A5) - TG : BLOODIED, Oath of enmity (Ashe), Allies who hit Tg gain 4 HP (UEE)
(-B3/C7), Hellfire Prison, Zone (Orange) : The zone blocks line of sight and effect to creatures outside of the zone. Whenever an enemy willingly and fully leaves the zone, or targets a creature outside of the zone, that enemy takes 7 fire and necrotic damages, or ?????((more)) if TG is within the zone. An enemy that is moved out of the zone with forced movement, make a saving throw or has the forced movement cancelled and is teleported to a square of TG choice within the zone.


Players Status

(C6) Bolerum: 28/53, TEMP HP = 0, Healing surges : 9/12
The target is restrained and cannot shift until escape (DC 17) or it isnít in the Hellfire Prison zone.
Prone

(-B5) Monique : 15/44, TEMP HP = 0 , Healing surges : 7/8
Bloodied
The target is slowed and cannot shift until escape (DC 17) or it isnít in the Hellfire Prison zone.
5 ongoing fire damage and canít regain hit points or gain temporary hit points (save ends both).

(-B3) Ashe : 28/49, TEMP HP = 2, Healing Surges : 4/7
Prone
Death Saved failed = 1
The target is slowed and cannot shift until escape (DC 17) or it isnít in the Hellfire Prison zone.
+2 All defenses USNT (Ashe)

(-B6)Ace 15/42, TEMP HP = 0, Healing Surges : 4/6
Bloodied
The target is slowed and cannot shift until escape (DC 17) or it isnít in the Hellfire Prison zone.
5 ongoing fire damage and canít regain hit points or gain temporary hit points (save ends both).



Map :
http://img826.imageshack.us/img826/4773/fallentowerj.jpg
Brown are the chasm cliffs.
Blackness is the chasm itself (ground is 45 feet bellow the tower window)
Yellow square is the open windows on the ground (leading to a 45 feet drop)
Furniture and rubbles count as difficult terrain.
The floor angle up in row 3 and 7 (Blue shade on the floor), making it hard to stand there : Creatures hit on those squares make a saving throw or fall prone.
The floor in row 2 and 8 (Orange shade) is too steep to easyly stand upon : A creature can move there, but it count as difficult terrain and the creature grant CA while standing in those squares. If he ends any form of movement there(including forced movement), he must make a saving throw or slide down to row 3 or 7 (same line). If that square is occupied, the creature fall prone in the occupied square.
The floor slowly rise from the north to the south, but not enough to cause any condition.
The Darkgreen line is the rope you secured and goes out from the window.

The circle in the Red square is a representation of the wall between G and H lines (side view).
You can see the window on the floor (Yellow), the sloping area (as described above) and furnitures. You also can see the positions of the stairways (Red dot being the start of the stairway on that wall) and the access to the other rooms. The Green one lead to the room on G side, while the pink one lead to the room on K side (which is throught the wall between J and K ).
The Darkgreen line represent the rope you secured.

Leewei
2012-12-18, 11:22 AM
Bolerum

"Gilroy, I hope you're watching us clean out your city's chamberpot."

Straining mightily against the shadows, the paladin lunges out at the cursed guardian.

Minor: Stand/
Move: Escape [roll0]
Standard: If successful, Pressing Strike (shift to A4) vs TG AC with CA from flank. (+13 to the attack)
If unsuccessful, Valiant Strike against SD5. (+14 to the attack)
[roll1] (+1 more if vs SD5) for [roll2] damage.

Edit: Damn it all. Wasted crit on a minion!

Shadow_Elf
2012-12-18, 01:40 PM
Ace
Seeing that Monique and Ashe are hoping for Ace to make an opening, Ace takes the queue and tosses another card point blank at the keeper.

Standard Action: 1A - Wild Card @ TG

Attack: [roll0] vs. Will
Hit: [roll1] psychic damage. On even, bounce. On odd & save, regain 4 HP.
Effect: On even, +1 AC. On odd, Save: [roll2]

Bounce vs. SD2: [roll3] vs. Will
Hit: Dead. On even, bounce.

Bounce vs. SD1: [roll4] vs. Will
Hit: Dead. On even, bounce.

Bounce vs. SD3: [roll5] vs. Will
Hit: Dead. On even, bounce.

Bounce vs. SD4: [roll6] vs. Will
Hit: Dead.

NotScaryBats
2012-12-18, 03:23 PM
"Okay, hang on a sec Ashe, I think I got this.. ".

move use boots' daily power to go invisible, then move my speed, moving to - b7
standard nightmare eruption on sd2
[roll0] vs W
on hit, dead, and 5 dmg to all adj enemies

Gillric
2012-12-19, 12:00 AM
Ashe

Move: Stand Up
Minor: Draw dagger
Standard: Overwhelming strike on SD2
[roll0]

Ashe's Status:
HP 28/49 Bloodied 24 Healing Surge 12 (3 used /7)
AC 21 Fort 14 Reflex 18 Will 18 Speed 7(9)

THP 2

EFFECTS

ENCOUNTERS SINCE LAST EXTENDED REST 0

OATH TARGET TG

ACTION POINTS 0

At-Will Powers
Bond of Pursuit
Overwhelming Strike

Encounter Powers
Oath of Enmity
Righteous Pursuit
Elven Accuracy
Rictus Grin
Sequestering Strike
Bloodied Determination
Abjure Undead (Channel Divinity)
Divine Guidance (Channel Divinity)

Action Point
Second Wind

Daily Powers
Aspect of Might
Oath of Righteous Fury

Item Powers
Cannith Goggles (Daily)
Enduring Spirit Vestments Cloth Armor (Daily)
Ruby Scabbard (Encounter)
Point Blank Longbow (Encounter)

AMMO
Arrows: 45

Dekkah
2012-12-19, 11:38 AM
DM
Bolerum unable to free himself this time, strike at the minion in frustration and the monster explode as Greenbane slice throught it. Bolerum's words seem to stun the monster for a few seconds, who stop yell and moving.

Ace, unaffected by the fire, manage to take advantage of the monster distraction and his magic hit it hard and guide his magic onto one of the minion who resist the magic. The heavyly battered monster doesnt seem to register the hit, looking blankly ahead. Ace try to struggle out of the grab, but cannot manage to escape it.

Monique turn invisble and manage to move out of reach of the monster to use her magic onto one of the shadow. It seem to have no effect on the creature.

Ashe rising to his feet strike quickly with hs dagger destroying one of the shadow in front fo him.

The keeper suddenly snap out of her stupor andher face turn into madness, her ire evident. She teleport in front of Bolerum as two more shadow appear and yell, anger in her voice,
You .. dare .. speak .. of ..him? You have no right! DIE!

The zone burst in more tendrils, grasping everyone and pulling Ashe by the tower guardian. She strike quickly both at Bolerum and Ashe cutting deeply and drawing blood on both strike and setting them on fire.

Many shadows gang up on Bolerum, while two others retrain and keep occupied the other heroes. Only the ones fighting Bolerum find their marks, but Bolerum use his years of though training and his harded constitution simple block the energy drain, leaving unhurt and preventing the craeture to provide dark energy to their masters. The Keeper doesnt seem to even notice so complete is her rage and focused on her new task at hand, to kill Bolerum.

Bolerum fail to free himself
Bolerum hit and kill SD5

Ace take 5 fire damage (reduce by armor)
Ace hit Tg and bounce on minion (miss)
Ace fail to escape.
Ace fail his save vs ongoing (done in ooc = 7)

Monique take 5 ongoing fire damage
Monique miss her attack
Monique fail her save vs ongoing fire (ooc = 7)

Ashe hit and kill SD2



TG :

Start of turn : Try to recharge Scathing Incineration (1 = Fail)

Start of turn : Summon two Shadow, loose 10 HP (A3, C4)

Minor : Ward the prison, teleport to B5

Minor : Chains that Bind * At-Will (1/round, cannot be used if Scathing Incarceration have been used this turn)
Requirement: The Tower Guardian must be within the Hellfire Prison zone.
Effect: The Hellfire Prison zone makes the following attack:
Attack: Close burst 2 centered in the Hellfire Prison(each enemy in the burst);
Attack on Ace (+2 (CA -Trait)): 32 VS Reflex (Hit)
Attack on Ashe (+2 (CA -Trait)): 33 VS Reflex (Hit)
Attack on Bolerum (+2 (CA -Trait)): 22 VS Reflex (Hit)
Attack on Monique (+2 (CA -Trait)): 28 VS Reflex (Hit)

Hit: The target is slowed and cannot shift until escape (DC 17) or it isnít in the Hellfire Prison zone. If the target is already slowed by this effect it is restrained instead of being slowed.
Effect: If the target is already subject to this effect, the zone slides it 3 squares to a square within the zone, ignoring the restrained condition. No square of this forced movement can take the creature outside of the zone.
(Ashe is Slid to A4, forfeit other slide)

Standard : Wide Slash; * At-will
Make up to two Banishing Blade attacks. Must target different targets.

Banishing Blade on Bolerum (+2 (CA Trait)) : 28 VS AC, 14 necrotic damages, teleport forfeited, Bolerum is targeted by Scathing incineration.

Secondaray attack on Bolerum (+2 (CA- Trait)) : 30 VS Fort , The target takes 5 ongoing fire damage and canít regain hit points or gain temporary hit points (save ends both). If the target already has ongoing fire damage with a save ends duration, increase it by 5 instead of applying this ongoing damage. This effect ends immediately when the target isnít in the zone.

Banishing Blade on Ashe (+2 (CA Trait)) : 34 VS AC (Crit... you sure are unlucky), 18 necrotic damages, teleport forfeited, Ashe is targeted by Scathing incineration.

Secondaray attack on Ashe (+2 (CA- Trait)) : 32 VS Fort, The target takes 5 ongoing fire damage and canít regain hit points or gain temporary hit points (save ends both). If the target already has ongoing fire damage with a save ends duration, increase it by 5 instead of applying this ongoing damage. This effect ends immediately when the target isnít in the zone.

SD 1 :
Standard : Draining Blade on Ashe (+2 (CA - Restrained)), 19 VS AC, (Miss)

SD 2 :
Move : Ward the prison : Teleport to -B5
Standard : Draining Blade on Ace (+2 (CA - Restrained)), 15 VS AC , (Miss)

SD 3 :
Standard : Draining Blade on Bolerum (+2 (CA - Restrained)), 24 VS AC (This trigger Bolerum Immediate action : Endure pain : resist 7 all damages), 5 Necrotic damages and TG regain 5 HP ( Since endure pain negate the damage, he doesnt regain HP)

SD 4 :
Standard : Draining Blade on Bolerum (+2 (CA - Restrained)), 28 VS AC, 5 Necrotic damages and TG regain 5 HP ( Since endure pain negate the damage, he doesnt regain HP)

SD 5 :
Move : Ward the prison : Teleport to B7
Standard : Draining Blade on Bolerum (+2 (CA - Restrained)), 32 VS AC, 5 Necrotic damages and TG regain 5 HP ( Since endure pain negate the damage, he doesnt regain HP)

It is Bolerum's turn (Remember that you are restrained (cannot move and -2 to attacks) and take 5 ongoing fire/no heal - the ongoing is negated though.)


Initiative:
Round : 8
TG.......................: 24
Bolerum...............: 6 <--Active Player
Ace......................: 25
Monique...............: 13
Ashe....................: 15


Monster Status :

(B5) - TG : BLOODIED, Oath of enmity (Ashe), Allies who hit Tg gain 4 HP (UEE)
(-B3/C7), Hellfire Prison, Zone (Orange) : The zone blocks line of sight and effect to creatures outside of the zone. Whenever an enemy willingly and fully leaves the zone, or targets a creature outside of the zone, that enemy takes 7 fire and necrotic damages, or ?????((more)) if TG is within the zone. An enemy that is moved out of the zone with forced movement, make a saving throw or has the forced movement cancelled and is teleported to a square of TG choice within the zone.


Players Status

(C6) Bolerum: 14/53, TEMP HP = 0, Healing surges : 9/12
Bloodied
The target is restrained and cannot shift until escape (DC 17) or it isnít in the Hellfire Prison zone.
5 ongoing fire damage and canít regain hit points or gain temporary hit points (save ends both).

(-B7) Monique : 10/44, TEMP HP = 0 , Healing surges : 7/8
Bloodied
The target is Restrained and cannot shift until escape (DC 17) or it isnít in the Hellfire Prison zone.
5 ongoing fire damage and canít regain hit points or gain temporary hit points (save ends both).

(A4) Ashe : 12/49, TEMP HP = , Healing Surges : 4/7
Death Saved failed = 1
Bloodied
The target is Restrained and cannot shift until escape (DC 17) or it isnít in the Hellfire Prison zone.
5 ongoing fire damage and canít regain hit points or gain temporary hit points (save ends both).


(-B6)Ace 15/42, TEMP HP = 0, Healing Surges : 4/6
Bloodied
The target is Restrained and cannot shift until escape (DC 17) or it isnít in the Hellfire Prison zone.
5 ongoing fire damage and canít regain hit points or gain temporary hit points (save ends both).



Map :
http://img541.imageshack.us/img541/6250/fallentower.jpg
Brown are the chasm cliffs.
Blackness is the chasm itself (ground is 45 feet bellow the tower window)
Yellow square is the open windows on the ground (leading to a 45 feet drop)
Furniture and rubbles count as difficult terrain.
The floor angle up in row 3 and 7 (Blue shade on the floor), making it hard to stand there : Creatures hit on those squares make a saving throw or fall prone.
The floor in row 2 and 8 (Orange shade) is too steep to easyly stand upon : A creature can move there, but it count as difficult terrain and the creature grant CA while standing in those squares. If he ends any form of movement there(including forced movement), he must make a saving throw or slide down to row 3 or 7 (same line). If that square is occupied, the creature fall prone in the occupied square.
The floor slowly rise from the north to the south, but not enough to cause any condition.
The Darkgreen line is the rope you secured and goes out from the window.

The circle in the Red square is a representation of the wall between G and H lines (side view).
You can see the window on the floor (Yellow), the sloping area (as described above) and furnitures. You also can see the positions of the stairways (Red dot being the start of the stairway on that wall) and the access to the other rooms. The Green one lead to the room on G side, while the pink one lead to the room on K side (which is throught the wall between J and K ).
The Darkgreen line represent the rope you secured.

Leewei
2012-12-19, 11:58 AM
Bolerum

"You mire yourself in Hell's burning filth and I have no right to speak of him? Fiend, you'll die by his blade."

Move: Break free [roll0] vs DC17. If successful, jump back to D6 while shifting (auto success).
Minor: If restrained: Divine Challenge to TG. Otherwise, Lay Hands on self for 14hp.
Standard: Holy Strike [roll1] (+2 more if unrestrained) vs AC with CA for [roll2] radiant damage. If unrestrained, instead use Pressing Strike to shift onto C6. Same roll as earlier, but damage is non-radiant.

Edit: Woohoo! Not a bad round. Note: Resist All negates zone damage. Leaving the zone ends the ongoing damage and no heal effect.

Dekkah
2012-12-19, 12:21 PM
DM
Bolerum use all his strenght to break free of the grappling tendrils and jump back out of the zone. As he move out, the zone burst in fire, stronger than he expected and get badly burned, nearly loosing conciousness, but manage to use his paladin divine healing to keep himself up. Knowing that their fate rest on his shoulder, he bravely rush back in and sink Gtreenbane deep into undead flesh triggering Monique magic curing him a little. The monster doesnt even cry out and still look madly at Bolerum with an assassin stare, but Ashe and Bolerum can see the monster tremble a little and his dark magic flicker a little inside the many open cuts.

Bolerum take 5 fire damage (reduce to 0)
Bolerum Free himself and move out of the zone (take 20 fire/necrotic damage... reduced by 7.... 1/53HP)

Bolerum lay on hand himself for 14 = 15/53HP

Bolerum move back in and hit TG for 11 Damages. (Bolerum regain 4 HP)

It is Ace turn (5 ongoing fire/no heal, restrained, and have no direct line of sight anf effect)
Initiative:
Round : 8
TG.......................: 24
Bolerum...............: 6
Ace......................: 25 <--Active Player
Monique...............: 13
Ashe....................: 15


Monster Status :

(B5) - TG : BLOODIED, Oath of enmity (Ashe), Allies who hit Tg gain 4 HP (UEE)
(-B3/C7), Hellfire Prison, Zone (Orange) : The zone blocks line of sight and effect to creatures outside of the zone. Whenever an enemy willingly and fully leaves the zone, or targets a creature outside of the zone, that enemy takes 7 fire and necrotic damages, or 20 if TG is within the zone. An enemy that is moved out of the zone with forced movement, make a saving throw or has the forced movement cancelled and is teleported to a square of TG choice within the zone.


Players Status

(C6) Bolerum: 19/53, TEMP HP = 0, Healing surges : 8/12
Bloodied

(-B7) Monique : 10/44, TEMP HP = 0 , Healing surges : 7/8
Bloodied
The target is Restrained and cannot shift until escape (DC 17) or it isnít in the Hellfire Prison zone.
5 ongoing fire damage and canít regain hit points or gain temporary hit points (save ends both).

(A4) Ashe : 12/49, TEMP HP = , Healing Surges : 4/7
Death Saved failed = 1
Bloodied
The target is Restrained and cannot shift until escape (DC 17) or it isnít in the Hellfire Prison zone.
5 ongoing fire damage and canít regain hit points or gain temporary hit points (save ends both).


(-B6)Ace 15/42, TEMP HP = 0, Healing Surges : 4/6
Bloodied
The target is Restrained and cannot shift until escape (DC 17) or it isnít in the Hellfire Prison zone.
5 ongoing fire damage and canít regain hit points or gain temporary hit points (save ends both).



Map :
http://img541.imageshack.us/img541/6250/fallentower.jpg
Brown are the chasm cliffs.
Blackness is the chasm itself (ground is 45 feet bellow the tower window)
Yellow square is the open windows on the ground (leading to a 45 feet drop)
Furniture and rubbles count as difficult terrain.
The floor angle up in row 3 and 7 (Blue shade on the floor), making it hard to stand there : Creatures hit on those squares make a saving throw or fall prone.
The floor in row 2 and 8 (Orange shade) is too steep to easyly stand upon : A creature can move there, but it count as difficult terrain and the creature grant CA while standing in those squares. If he ends any form of movement there(including forced movement), he must make a saving throw or slide down to row 3 or 7 (same line). If that square is occupied, the creature fall prone in the occupied square.
The floor slowly rise from the north to the south, but not enough to cause any condition.
The Darkgreen line is the rope you secured and goes out from the window.

The circle in the Red square is a representation of the wall between G and H lines (side view).
You can see the window on the floor (Yellow), the sloping area (as described above) and furnitures. You also can see the positions of the stairways (Red dot being the start of the stairway on that wall) and the access to the other rooms. The Green one lead to the room on G side, while the pink one lead to the room on K side (which is throught the wall between J and K ).
The Darkgreen line represent the rope you secured.

Shadow_Elf
2012-12-19, 01:03 PM
Ace
Though he knows banking a shot through the minions would be a cleaner angle, Ace figures the strongest shot ought to be aimed at their biggest threat, despite the blocking terrain. He draws a card from his deck and kisses it. Lady Luck above... now would be a great time t'give me the pull... he mutters, before tossing the card at the jailor.

Standard Action: 1A - Wild Card @ TG, /w Cover
Move Action: Escape Attempt [roll0]

Attack: [roll1] vs. Will
Hit: [roll2] psychic damage. On even, bounce.
Effect: On even, +1 AC. On odd, saving throw: [roll3]

Will roll bounces if they come up... no time right this moment.

NotScaryBats
2012-12-19, 06:08 PM
unable to effect the main threat, Monique attacks a minion.

standard [roll0] vs w
on hit kill iI guess ill use staggering note
minor search the treasure pile?

Gillric
2012-12-19, 07:11 PM
Ashe

Move: Escape - [roll0]
Standard: Ready Sequestering Strike for when I'm not on fire and pray I actually save
Save: [roll1]

Gillric
2012-12-19, 07:15 PM
Ashe

Squestering Strike
[roll0] vs AC
hit: [roll1] and teleport TG to B3 and then Ashe to C3

Ashe's Status:
HP 11/49 Bloodied 24 Healing Surge 12 (3 used /7)
AC 21 Fort 14 Reflex 18 Will 18 Speed 7(9)

THP 0

EFFECTS

ENCOUNTERS SINCE LAST EXTENDED REST 0

OATH TARGET TG

ACTION POINTS 0

At-Will Powers
Bond of Pursuit
Overwhelming Strike

Encounter Powers
Oath of Enmity
Righteous Pursuit
Elven Accuracy
Rictus Grin
Sequestering Strike
Bloodied Determination
Abjure Undead (Channel Divinity)
Divine Guidance (Channel Divinity)

Action Point
Second Wind

Daily Powers
Aspect of Might
Oath of Righteous Fury

Item Powers
Cannith Goggles (Daily)
Enduring Spirit Vestments Cloth Armor (Daily)
Ruby Scabbard (Encounter)
Point Blank Longbow (Encounter)

AMMO
Arrows: 45

Dekkah
2012-12-19, 08:07 PM
DM
The fire on Ace keep burning but is completly negated by his armor magical protection. Ace manage to slip out of the tendrils and try to lauch a chaos bolt at the undead woman, but the magic hit the wall between them both. Seeing Ashe weapon close by, the elf use his feets to kick it toward the elf. The fire finaly stop on the sorcerer, doused by the man efforts.

Monique doesnt have Ace armor and her flesh burns making her wince in extreme pain. Still restrained, she shoot at the only clear target she have, one of the minions. Her aim is true and she destroy it and take a peek at the treasure for something that could help the heroes. As much as she try, she doesnt manage to put out the fire from herself.

Ashe use his agility to slip out of his bad predicament and free himself. Seeing his weapon slide toward him, he lower himself to pick it off. Readying himself for an attack, the elf mind work furiously to counter the fire. As he win his mind battle, he lunge at the monster. His blade impale itself into the keeper and they both get teleported against the wall with the elf magic. As they appear, the monster head tilt backward and she yell in outrage for a second then black energy errupt from her mouth and fire errupt from her burning eye sockets.

All the minions explode in a puff of smoke and the fire wall suddenly dissapear. In a single second, all the heroes are free from the tendrils and fire, but everyone note that Ashe isnt moving anymore. The avenger and the monster are staying upright only because Ashe is impaled onto a long spike coming out of the monster belt, keeping them up. But after two seconds, the spike retract into the belt and both the undead and elf fall to the ground, one quite dead, the other soon to join him.

Ace break free of Restrained
Ace miss TG
Ace slide Ashe weapon
Ace sace VS fire

Moonique take 5 fire damages
Monique manage to hit SD2 and kill it.
Monique fail her save VS fire

Ashe take 5 fire damage
Ashe Break free of the restrained.
Ashe pick up his fullblade
Ashe save VS fire.
Ashe Strike at TG (teleport you both)and kill it (trigger an action)t.

TG :
No action : Power Daily (No Action)
Use this power when you would be reduced to 0 hit points by an attack. The attacker takes the same amount of damage that you took from that attack. (Ashe takes 12 Damage and fall unconcious)


congrat, you've won :smallwink:
This was worth 400 XP.... so you are at 7100 XP total now.

Ashe should roll a death saving Throw (but it isnt imperative if he is healed right after).

I assume that the potion in Ace hand will be used, or you can try to roll heal to stabilise him. and hope for the best :smalltongue:

Time for some roleplay lol.


Players Status

(C6) Bolerum: 19/53, TEMP HP = 0, Healing surges : 8/12
Bloodied

(-B7) Monique : 5/44, TEMP HP = 0 , Healing surges : 7/8
Bloodied


(A4) Ashe : -5/49, TEMP HP = , Healing Surges : 4/7
Death Saved failed = 1
Bloodied
Dying


(-B6)Ace 15/42, TEMP HP = 0, Healing Surges : 4/6
Bloodied



Map :
http://img689.imageshack.us/img689/6250/fallentower.jpg
Brown are the chasm cliffs.
Blackness is the chasm itself (ground is 45 feet bellow the tower window)
Yellow square is the open windows on the ground (leading to a 45 feet drop)
Furniture and rubbles count as difficult terrain.
The floor angle up in row 3 and 7 (Blue shade on the floor), making it hard to stand there : Creatures hit on those squares make a saving throw or fall prone.
The floor in row 2 and 8 (Orange shade) is too steep to easyly stand upon : A creature can move there, but it count as difficult terrain and the creature grant CA while standing in those squares. If he ends any form of movement there(including forced movement), he must make a saving throw or slide down to row 3 or 7 (same line). If that square is occupied, the creature fall prone in the occupied square.
The floor slowly rise from the north to the south, but not enough to cause any condition.
The Darkgreen line is the rope you secured and goes out from the window.

The circle in the Red square is a representation of the wall between G and H lines (side view).
You can see the window on the floor (Yellow), the sloping area (as described above) and furnitures. You also can see the positions of the stairways (Red dot being the start of the stairway on that wall) and the access to the other rooms. The Green one lead to the room on G side, while the pink one lead to the room on K side (which is throught the wall between J and K ).
The Darkgreen line represent the rope you secured.

Shadow_Elf
2012-12-19, 08:11 PM
Ace
As Ashe picks up his proper weapon after Ace kicks it to him and impales the keeper, Ace lets out a whoop of delight. But then he realizes that the elf is not moving. With a gasp, the sorcerer rushes forward, potion in hand, and pours the contents down the elf's throat. Ye've killed the bitch, Ashe. Now wake up, so we can enjoy our win proper-like.

NotScaryBats
2012-12-19, 08:34 PM
Monique closes her eyes for a moment, glad the Battle is over, but feeling quite depleted. "That was a hard fight, and I used up all my highest dweomers. I, uh, wanna lie down..."

Shadow_Elf
2012-12-19, 08:52 PM
Ace
Agreed, hon. Though we should sort through the enemy's gear while we rest an' take a look-see through that there pile o' goodies. Might be some stuff in here that'll help us some with our explorin'.

Gillric
2012-12-19, 09:15 PM
Ashe

Ashe staggers to his feet and quickly checks his gear. Seeing that all of his equipment is looked after, he begins to move about the room to see what there was to be gained. After checking everything, he slumps to the ground. I would prefer to avoid a repeat of that... and quickly passes out.

OK, search the area, then extended rest.

Dekkah
2012-12-19, 09:28 PM
DM
The exausted and severely injured and burned heroes start to search the keeper corpse and his treasure.

On the keeper the find four items still in excellent shape, a sure indicator of them being magical : The helm, robe, belt and cloak.

The treasure is quite large. There is a bit of money and gems, but also many various items. Many are old and in good to decent shape and sure would be worth money to someone who like to collect old and historycal stuff, while some other are in too bad shape or mundane stuff, some looking quite recent, surely acquired by the monster defeated by the keeper. Among the pile, the heroes spot a few magical items : A old longsword in a decorated scabbard, a white banner with some symbols, a perfetly preserved ancient lute, a small die marked with weird symbols instead of numbers, a bedroll and three potions.


Ok, I guess I will move thing a little forward and give you the treasure :smallsmile:

You can take a short rest (nothing will disturb you now... I am not that devious :smallwink:

Identifing it all would take 15 minutes (1 Item per character per short rest... so 3 short rest needed)

You can roleplay and tell me how many surge you spend and how (Bolerum will suspect what the banner is and identify it first, so you can benefit from it when spending your surges).

What do you do/plan to do?

Ashe suggest an extended rest. Do you want to do that there?


Treasure on the Keeper:
Resplendent Cloak
Level 8+ Uncommon
This richly colored cloak shields you and your allies from powers that affect the mind.
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
Lvl 18 +4 85,000 gp
Neck Slot
Enhancement Bonus: Fortitude, Reflex, and Will
Property
You and each ally within 10 squares of you gain a +2 bonus to Will against charm, fear, and illusion attacks.

Belt of Sonnlinor Righteousness
Level 6+ Uncommon
This iron-plated belt was first crafted by the Sonnlinor to protect against the underhanded tactics of goblins and giants.
Lvl 6 1,800 gp Lvl 26 1,125,000 gp
Lvl 16 45,000 gp
Waist Slot
Property
You gain resist 10 to all damage when you have 0 hit points or fewer.
Level 16: Resist 20 to all damage
Level 26: Resist 30 to all damage
Power Daily (No Action)
Use this power when you would be reduced to 0 hit points by an attack. The attacker takes the same amount of damage that you took from that attack.


Helm of Battle
Level 9+ Common
This simple helmet enhances the initiative of you and your allies.
Lvl 9 4,200 gp Lvl 29 2,625,000 gp
Lvl 19 105,000 gp
Head Slot
Property
You and each ally within 5 squares of you gain a +1 item bonus to initiative checks.
Level 19: Gain a +2 item bonus to initiative checks
Level 29: Gain a +3 item bonus to initiative checks

Sanguine Vestments +2
Level 2 Uncommon
The blood of wounded enemies only strengthens this deep red garment.
Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
Armor: Cloth
Enhancement Bonus: AC
Property
You gain a +1 bonus to all defenses while your oath of enmity target is bloodied.

Pile of treasure :

Mac-Fuirmidh Cittern
Level 5 Uncommon
The music of this magic lute lingers in the mind, providing vigor long after its tones have ceased.
Lvl 5 +1 1,000 gp
Wondrous Item
Enhancement Bonus: attack rolls and damage rolls
Property
Bards can use this item as an implement for bard powers and bard paragon path powers. As an implement, it grants a +1 enhancement bonus to attack rolls and damage rolls, and it deals 1d6 extra damage on a critical hit.
Power (Healing) Daily (Standard Action)
Use this power during a short rest. At the end of the short rest, choose yourself or an ally who remained within 20 squares of you during the rest. Until the end of that character's next short rest or extended rest, he or she regains an additional 2 hit points when spending a healing surge.
Song of Rest: The additional hit points equal 4.

Vagabond's Die
Level 8 Uncommon
This die is well usedóthe images on its faces are almost worn away.
Wondrous Item 3,400 gp
Power (Varies) Daily (Minor Action)
You target a creature of your choice within 10 squares and roll a d6.
1: Drunkard's Mug. The target takes a -2 penalty to attack rolls until the end of its next turn.
2: Gambler's Dice. Roll a d20. If the result is even, the target takes damage equal to the result. If the result is odd, the target regains hit points equal to the result.
3: Jester's Chair. The target falls prone.
4-5: Soldier's Fist. The first attack that hts the target before the end of your next turn deals 2d6 extra damage.
6: Storm's Fury. The target and all creatures adjacent to it take 1d10 lightning damage.

Restful Bedroll
Level 1 Common
A good long rest in this magic bedroll grants you extra vigor.
Wondrous Item 360 gp
Property
Whenever you complete an extended rest in the restful bedroll, you gain 1d8 temporary hit points.

Battle Standard of Healing
Level 3 Uncommon
This white flag is emblazoned with sigils of healing that restore the vitality of you and your allies.
Wondrous Item 680 gp
Power (Healing, Zone) Encounter (Standard Action)
When you plant the battle standard in your space or an adjacent square, it creates a zone of healing energy in a close burst 5. Whenever you or an ally spends a healing surge while in the zone, you and all allies in the zone regain 1 hit point.
This effect lasts until the end of the encounter or until the battle standard is removed from the ground. Any character in or adjacent to a battle standard's square can remove it from the ground as a standard action.

Potion of Vigor
Level 9 Common
This vermilion liquid invigorates you, at least temporarily.
Lvl 9 160 gp Lvl 29 105,000 gp
Lvl 19 4,200 gp
Consumable: Potion
Power Consumable (Minor Action)
Drink this potion and spend a healing surge. You do not gain hit points as normal. Instead, gain 15 temporary hit points.
Level 19: gain 25 temporary hit points.
Level 29: gain 35 temporary hit points.

Vigilant Blade +2 (Longsword)
Level 9 Uncommon
Set with the symbol of an upright gauntlet with an unblinking eye in its palm, this blade bursts into burning white light in the hands of one sworn to bring justice to the wicked.
Lvl 4 +1 840 gp Lvl 19 +4 105,000 gp
Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp
Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp
Weapon: Heavy blade or light blade
Enhancement Bonus: attack rolls and damage rolls
Critical: +1d8 fire and radiant damage per plus
Property
Paladins and avengers can use this weapon as an implement for paladin or avenger powers and paladin or avenger paragon path powers.
Power (Minor Action)
The weapon casts bright light out to 4 squares until you end this effect as a minor action.
Power Encounter (Immediate Reaction)
Trigger: You use this power when an ally adjacent to you is attacked by an enemy adjacent to you.
Effect: You switch places with the ally, and the target grants combat advantage to you until the end of your next turn.


Potion of Cure Light Wounds
Level 1 Uncommon
This potion covers your small cuts and minor bruises in dim silver light, causing them to heal over.
Consumable: Potion 20 gp
Utility Power (Healing) Consumable (Minor Action)
Effect: You drink the potion. If you have a healing surge, you must spend one. Instead of the hit points you would normally regain, you regain 1d8 + 1 hit points. If you are bloodied and donít have any healing surges, you still regain the hit points. If neither of these things is true, there is no effect.

Elixir of water Breathing

breathe easily underwater.
Lvl 8 125 gp Lvl 18 3,400 gp
Consumable: Elixir
Utility Power Consumable (Minor Action)
Effect: You drink the elixir and can breathe underwater for 1 hour.

Money :
GP : 353
SP : 432
CP : 426

Valuables :
Gems : 3 Opal (45 GP each), 1 ruby (135 GP)
various ancient items of good quality (for a collector) : Weight 45 pound and is Worth 450 GP

Players Status

(C6) Bolerum: 19/53, TEMP HP = 0, Healing surges : 8/12
Bloodied

(-B7) Monique : 5/44, TEMP HP = 0 , Healing surges : 7/8
Bloodied


(A4) Ashe : 10/49, TEMP HP = , Healing Surges : 3/7
Bloodied



(-B6)Ace 15/42, TEMP HP = 0, Healing Surges : 4/6
Bloodied

Gillric
2012-12-19, 10:05 PM
Ashe

Just before Ashe collapses he points out a ring on the finger of the keeper that has a symbol matching that on the sword. Does anyone recognize this symbol?

Shadow_Elf
2012-12-20, 01:30 AM
Ace
The sorcerer snatches up the die and smiles. Somethin' like this seems right up my alley... hope y'all don't mind if I keep it, he says, pocketing the strange die. He then takes a look at the ex-Keeper's belt. This would help shore up mah defenses, since mah armor ain't worth much when it comes t'protection from weapons, he muses, trying the belt on for size. He picks up the battle standard and stabs it in the ground. Havin' this thing up'll help us recover some, I'd wager.

The sorcerer stashes the new potions into the bag of holding and then starts putting the treasure inside it while his companions rest. Why don't y'all give that cittern there a whirl, hon? he says to Monique. Y'all can play us somethin' nice while we talk about what went down 'ere... I feel very much like there's more t'know 'bout that undead. For example, Bole... how'd you know mentionin' that name would set the she-witch off?

Leewei
2012-12-20, 01:05 PM
Bolerum

Bol's normally thick expression changes into unaccustomed enlightenment. "This insignia is old. I'm fairly certain it's of the Dumont family." He pauses for the moment, then nods to Greenbane. "Mathilde Dumont. She was Gilroy's lover, and was to be the mother of his child. Whatever happened here cursed her horribly."

Shadow_Elf
2012-12-20, 07:27 PM
Ace
If she was once alive... well, then, I might just be able t'see how she died, muses Ace, approaching their foe's corpse. The chaos magic in his mind dies down to make way for the bubbling up of the magic of the Vistani. He places his hands on either side of the jailor's head and concentrates.

Ritual: Casting Last Sight Vision before we take our rest.

Dekkah
2012-12-21, 12:30 PM
DM
Once they are done checking the treasure, the heroes take some time to rest, bandage their burned bodies and wounds. AS they do so, they identify the magical items.

After talking among themself, they decide to establish a camp right there to rest. The goblin corpses and the keeper corpse, with now that no magic to animate it, are smeeling quite bad. Bolerum and AShe dump them into the other room, while Monique and Ace start studying their rituals. Once the room is clean, Ashe and Bolerum start checking throught the many ancient books they have to try and gain someone insight of this place.

After about 8 hours, the group of heroes are starting to also feel the mental need for rest. Ace prepare himself and having kept the monster head for that purpose, enter a deep magical transe. On her side, Monoqie takes Ashe weapon and the sword from the loot and use her newly mastered ritual to transfer the enchantment.

Moved things forward roughly 8-9 hours .

Ace and Monique master 1 ritual each.

Bolerum and Ashe (I've estimated that you both will go with Ashe IC idea) can roll two different skill check of their choice (tell me want kind of information you are seeking the the books : it must be something relativly precise like information on Mathilde Dumont or the Academy).


Ace : The ritual resuly is in your private thread.

Monique : You haev to pay the ritual cost for the transfert. Since Ashe weapon had an enchant also, I'll rule that they swap place (so the old weapon you found will have Ashe enchant on it - if it is legal for a sword... otherwise it is lost unless you tak the time and money to tranfert it to an other weapon).


I'll stop here as you guys have rolls to do and possible information to share/discuss

Shadow_Elf
2012-12-21, 12:47 PM
Ace
The sorcerer seems to be in pain after his ritual is completed, but the headache passes. He looks sadly down at the dead keeper's corpse. You poor, poor thing... y'all did what y'all could, hon. Rest in peace, Mathilde Dumont... He closes the undead woman's eyes. She was a noble an' loyal soul. It seems Bane was crueler to Magdebourg than we thought. She died killin' a priest o' Bane an' his demons, but he laid a killin' curse on 'er. She made herself undead so's she could keep guardin' the tower, but the curse, it messed up her potion... which is why she became the hellspawn we just fought. He turns to Bolerum and Ashe. This ruined tower might make a good base o' operations... it's got a teleportation circle nearby, it's hard to access an' remote... heck, Grok an' Grik were 'ere ages ago, an' they never fought Mathilde. We can toss the goblin corpses out the hole in the floor, but I feel Miss Dumont deserves a right-proper burial.

Leewei
2012-12-21, 02:28 PM
Bolerum

"Interring her with Gilroy would be suitable," Bolerum says slowly. Looking at the goblin corpses, he continues, "Throwing them out would improve the smell of the place, but would also put a clue in front of our enemy that we'd been in the tower. Stuff 'em in a crack and wall them off, maybe?"

Bolerum spent his time poring over books about the local temple and its inhabitants. Gilroy, Mathilde and so on. He's not so much interested in historical insights as he is in descriptions of great battles and martial doctrine.

History (untrainied): [roll0]

Shadow_Elf
2012-12-21, 02:44 PM
Ace
That pit is... deep. I doubt the goblins will bother explorin' it's bottom. And they won't be all too recognizable after the torchin' an' the drop...

Dekkah
2012-12-21, 09:42 PM
DM
Once they are done with their activities, the heroes set up a watch order and they get some needed sleep. The night go well, except maybe for Ace who have a disturbed sleep and wope up in sweat once during the night.

July 24th, 1500, morning :

As they wake up, there heroes change most of their bandages. Their skin is still sensible but none suffer any infection and they all should be alright. Ace look like a train hit him though, not feeling too well.

The heroes quickly eat some breakfast, then they prepare themselve and move back to the entry point. Ashe and Bolerum prepare their grappling hook and throw it at the access to the next room at the zenth of the north wall. Once secured, Bolerum climb up first.

His torch reveal an other room, empty except many broken down funiture piled on the floor, that probably have been broken down when the tower fell. There is no corpses here, and no signs that anyone have gone that way in quite some time. Like in the other rooms, a stairway keep going along the roof leading to an other access to yet an other room. That access wont require rope and only minimal climbing skills to reach on the east side. The paladin help his allies to climb and once everyone is in the room, he pull up the rope, leaving one only on their side in case they need to escape.

Once everyone in on the room, the adventurers quickly search the half broken, half rotten furnitures, finding nothing of interest. They they move to the next room, Bolerum going first.

Once into the next room, they see that the stairway running along the wall stop there. Instead, it was a pillar in the middle of the room with a spiraling stairway that was used to get to the next level. Now that the tower is on the side, the stayway isnt easy to reach, as it is mid-air, from wall to wall. You can see the access to the next level roughly 20 feet from the floor. There is no furniture in this room, but something draw your attention. On the north wall, which would have been the celling when the tower was upright, you see two circles carved into the stone around the whole pillar, including the access to the next room and the stairway. The two circles are of different color and many runes are drawn upon them.

http://img832.imageshack.us/img832/1419/northwall.png
The grey is the north wall.
The dark brown is the access to the next room.
The black circle is the pillar.
The two circles with runes are Orange and light Grey
You can see the stairway (black empty squares)
The red stick caracter is you :smalltongue:


Ok, I move you two rooms.

The two circle look magical.... you can do two arcana check if you want, one for each (specify which roll is for the orange and which is for the grey please)

What do you do?

Map :
http://img853.imageshack.us/img853/6250/fallentower.jpg
Brown are the chasm cliffs.
Blackness is the chasm itself (ground is 45 feet bellow the tower window)
Yellow square is the open windows on the ground (leading to a 45 feet drop)
Furniture and rubbles count as difficult terrain.
The floor angle up in row 3 and 7 (Blue shade on the floor), making it hard to stand there : Creatures hit on those squares make a saving throw or fall prone.
The floor in row 2 and 8 (Orange shade) is too steep to easyly stand upon : A creature can move there, but it count as difficult terrain and the creature grant CA while standing in those squares. If he ends any form of movement there(including forced movement), he must make a saving throw or slide down to row 3 or 7 (same line). If that square is occupied, the creature fall prone in the occupied square.
The floor slowly rise from the north to the south, but not enough to cause any condition.
The Darkgreen line is the rope you secured and goes out from the window and from the high hole.
The green line in room K to M, is the pillar in going from wall to wall (15 feet high mid air.

The Lower circle to the left is a representation of the wall between M and N lines (side view).
You can see the positions of the stairways (Blue dot being the start of the stairway on that wall) and the access to the other rooms. The Green one lead to the room on M side, while the purple one lead to the room on Q side (which is throught the wall between P and Q ).

NotScaryBats
2012-12-21, 09:51 PM
"those look magical. Ace, you gettin' anything from it?" Monique says, some of her swagger returned now that there were no life-threatening monsters around.

My hunch is containment circles!
Orange: [roll0]
Gray: [roll1]

Shadow_Elf
2012-12-22, 02:26 AM
Ace
When they wake up, Ace looks as if his head was run over by a horsedrawn cart full of heavy metal objects while he slept. Another vision, an' the headaches are gettin' worse... Bill Foan died in Magdebourg's town hall, not in this tower... what does he want me t'find 'ere? he asks no one in particular.

As the party continue their investigations and come upon the circles, Ace does an analysis of his own.

Arcana: [roll0]

NotScaryBats
2012-12-22, 01:03 PM
"Maybe we've found your undead, Ace. That center cirlce is a ward versus undead. The other ones a teleportation ring of some kind, but its fancier than others I've seen -- I, uh, dunno the details."

Shadow_Elf
2012-12-22, 02:24 PM
Ace
Agreed on the undead ward, hon. Y'all got me on the other, ain't gettin' anythin from it. I'm still not knowing why I'm gettin' these dreams... but I'd like t'keep exploring this keep, if we could, t'see if it's the destination the dream's're sendin' me to. I can summon a stair o' cards, if we need a boost t'get up there. Not a whole lotta handgrips typically git build inta the floor...

NotScaryBats
2012-12-23, 12:06 AM
"Well, let's see what's on the other side. Don't disturb the circles." Monique is ready to proceed carefully if possible.

Leewei
2012-12-23, 11:39 AM
Bolerum

"If nobody has a clever idea, I'll head in first," the paladin volunteers.

Shadow_Elf
2012-12-24, 01:49 AM
Ace
With a snap of the sorcerer's fingers, his deck fans out and creates a stairway for he and Bolerum to quickly use to ascend. Ace then reaches into his bag and grabs his rope, which he tosses down behind him for Monique and Ashe. Best take care not ta disturb the rune circles, he advises.

Dekkah
2012-12-24, 04:23 PM
DM
After an analysys, the heroes decide to head to the next room. When everyone is ready, Ace summon his power and let himself and bolerum fly up to the opening access. with their illumination sources, they see an other empty room, except for a stairway along the outter wall going from the east side and up along the wall the bottom of the room, where there seem to be an other access to yet an other room.

Ace land atop the room access and set up a rope for the rest of the group. Bolerum, seeing no imminent danger take benefit from Ace magic power and fly down into the room. As he exit the access point into the room, he vanish completly from sight.

The circles are built in the tower wall, you cannot really "disturb them" in the sense of erasing or breaking it... I'll assume you are careful and doesnt walk on it tough.

The blue square is the access to the next room (is on the ground level)

Ace fly up and hook up the grappling and rope for those in the room (green line).
Bolerum fly in the next room and disappear as he enter square Q5.

Leewei , what happens to you will be told in you private thread (you play there for now), while the others can do an arcana check to identify what happened.


Map :
http://img853.imageshack.us/img853/9792/fallentowerq.jpg
Brown are the chasm cliffs.
Blackness is the chasm itself (ground is 45 feet bellow the tower window)
Yellow square is the open windows on the ground (leading to a 45 feet drop)
Furniture and rubbles count as difficult terrain.
The floor angle up in row 3 and 7 (Blue shade on the floor), making it hard to stand there : Creatures hit on those squares make a saving throw or fall prone.
The floor in row 2 and 8 (Orange shade) is too steep to easyly stand upon : A creature can move there, but it count as difficult terrain and the creature grant CA while standing in those squares. If he ends any form of movement there(including forced movement), he must make a saving throw or slide down to row 3 or 7 (same line). If that square is occupied, the creature fall prone in the occupied square.
The floor slowly rise from the north to the south, but not enough to cause any condition.
The Darkgreen line is the rope you secured and goes out from the window and from the high hole.
The green line in room K to M, is the pillar in going from wall to wall (15 feet high mid air.

The Lower circle to the left is a representation of the wall between M and N lines (side view).
You can see the positions of the stairways (Blue dot being the start of the stairway on that wall) and the access to the other rooms. The Green one lead to the room on M side, while the purple one lead to the room on Q side (which is throught the wall between P and Q ).

Shadow_Elf
2012-12-24, 05:07 PM
Ace
Bolerum's vanished! shouts Ace back to his companions. I'm not likin' it... hurry an' catch up, so's we can figure out what all happened.

Dekkah
2012-12-26, 04:23 PM
DM
As Ashe and Monique climb up, Ace see no movement nor hear any sound coming from the next room where Bolerum dissapeared.

I assume Ashe and Monique will climb up... coorect me if wrong.

What do you guys do?

Shadow_Elf
2012-12-26, 10:55 PM
Ace
As his companions climb up behind him, Ace extends his senses into the next room.

Arcana: [roll0]

Dekkah
2012-12-27, 09:02 AM
DM
Monique climb up first, with Ashe help boosting her up. As she reach the hole and squeeze in it with Ace. The sorcerer seem to be peering into the other room, his gaze focused onto something you cannot see.

As Ashe climb up, Ace lean forward, putting his head into the other room and scan it. He suddenly lean too much forward and put his hands onto the ledge not to fall in and freeze up for three seconds, his body tensing a little, then he put his head onto the stone breathing hard and slowly shake his head.

Monique and Ace are squeezing in the hole and Ashe is hanging on the rope ready to climb up into the hole as well (20 feet high - and can stay there without too much trouble).

Gillric
2012-12-27, 10:30 AM
Ashe

Ace, are you ok? Bolerum has been teleported somewhere, any ideas?

Shadow_Elf
2012-12-27, 03:41 PM
Ace
The sorcerer holds his head in pain. More headachin'... that teleportation ring's got an enchantment on the stairway we're in. If we head forward like Bole did... we'll be in the Shadowfell, sure an' we will. An' I'm not sure we'll have an easy time gettin' back... but these visions... they've been leadin' me 'ere, I think. The tower, on the other side... it's still standin'. But it's fallin' apart, the natural decay o' the Shadowfell's gettin' to it... an' if the undead ward on the other side breaks down... the undead will flood into our world... this is where the visions've been leadin' me. This... could be a catastrophe what would make the goblins look like child's play... we need to get Bole back, an' we need a plan...

Gillric
2012-12-27, 05:31 PM
Ashe

Any idea why your eyes turned white there for a minute Ace?

Shadow_Elf
2012-12-27, 05:37 PM
Ace
The sorcerer shrugs. Planar disorientation? My second sight actin' up? A surge o' the chaos flows? I dunno, there's too much magic bouncin' 'round this brain a mine t'be certain. So, we goin' in after Bole, then? The sorcerer looks as tired as if he'd spent the whole day fighting and hiking, but it doesn't seem to dissuade him from wanting to go after the paladin.

Ace will spend one of his two remaining surges to recover from that psychic damage, leaving him at one healing surge. And we have not even done anything yet...

NotScaryBats
2012-12-28, 02:43 AM
Monique scowls, "Alright, well let's get going, then. We can't just leave him ... wherever he is."

Shadow_Elf
2012-12-28, 03:15 AM
Ace
The sorcerer is the first to clamber into the Shadowfell after Bolerum.

Gillric
2012-12-28, 06:53 AM
Ashe

Ashe follows the others up and through

Dekkah
2012-12-28, 08:52 AM
DM
The heroes move into the other room, Ace first, Ashe second and Monique last. Knowing what to expect, the heroes arent as surprised when they feel a rush of speed and the world spin around, as gravity change direction as if the tower suddenly come back up in its rightful position. Ace warning was enough so most of them manage to land on their feet, and only Monique loose balance and have to put her hands on the floor to prevent landing flat on her belly.

The first thing they really notice is an huge difference in temperature as it is many degrees lower than a second before. Also, the air is humid, which add to the coldness of the area and an putrid smell assault the adventurers nose. Looking around, they note that they still is in a tower, which look quite the same as before. Along most of the wall, a long serie of bookshelves cover most of the circular wall. There is two notable cracks on the wall, one on the west wall, where the bookshelf is completly rotten and broken, and one at the back of the only other stairway going up to an other level. Dozens of books are scattered on the ground, most of them completly rotten. At first glance, the heroes have doubts they will find anything of interest among those books, as these seem to already have been looted.

Around your entry point on the floor, they see two magical circles carved into the ground that look identical to the ones from the room you came from. Behind them, roughly in the middle of the room, an access leading down to a spiraling stairway . Looking down, they see that the room look similar to the one they were before. Also, the room bellow room seem to be standing upright and the few cracks you see in your room seem extend to the walls bellow, which is different from the room you actually were before.

Bolerum was looking at one of the bookshelf when you appear in the room weapon in hand and he whirl around as you stepped in.

Now the gravity as if the tower is standing up, so the flooring is round, with stairways and all.

Also roll an endurance check against the strong purtid smell.

What do you do?



Map :
http://img69.imageshack.us/img69/9021/stower.jpg
The brown circle represent the bookselves.
The yellow and Grey circle are two circle identical from those on the wall from the previous map.
The green small lines are rotten books.
The blue dot is the bottom of the stairway.
The red lines are cracks in the wall/floor.

Leewei
2012-12-28, 01:09 PM
Bolerum

Seeing his companions, the paladin relaxes slightly, but keeps his sword ready.

"There are predators nearby. At least two rat-eaters, the size of men. Beware. The stench is from their latrine, there." Bol points to a befouled bookcase.

Armor in full-AC mode.

NotScaryBats
2012-12-28, 07:37 PM
Monique tries to think about any useful info she knows about the situation.

arcana roll on Shadowfell, portal magic that led us here (how to get back?) that sort of thing.
[roll0]

Shadow_Elf
2012-12-29, 01:25 AM
Ace
The Vistani is not totally uncomfortable in the Shadowfell; after all, the plane is the home plane of his wandering people. His heritage does not, however, give him any sort of adjustment for the smell.

Endurance: [roll0]

At least in the core 4e setting, the Vistani are actually from the Shadowfell, though their caravans can cross planes back and forth readily. It is possible that, given that, Ace has even been to the Plane of Shadow before, though obviously not this part of it.

NotScaryBats
2012-12-29, 04:05 AM
Monique is nauseated by the putrid smell.

[roll0]

Dekkah
2012-12-30, 11:01 AM
DM
Ace and Ashe quickly cover their face and manage to hold up their dinner just fine. With time, they manage to adjust themselves to the smell and know they can endure it.
Monique isnt as lucky and she barely manage to hold up her breakfast, feeling sickened. After a few moments, she get it relatively under control, but is still incomodated, at the edge of throwing up.
Ashe inspect the creature ****, while Monique look at the magical circles and around.

Ashe and Ace succeed on their endurance.
Monique fail. She doesnt feel too well and feels slightly sickened.
She get -1 to skill checks and attacks rolls, until she is away from the smell or she throw up (you can spend an healing surge as a standard action to counter the effect - AKA throwing up).

Skill result in private threads.

Players Status

(C6) Bolerum: 53/53, TEMP HP = 0, Healing surges : 12/12

(-B7) Monique : 44/44, TEMP HP = 0 , Healing surges : 8/8
-1 to skill checks and attacks rolls, until she is away from the putrid/humidity smell or she throw up (you can spend an healing surge as a standard action to counter the effect)

(A4) Ashe : 49/49, TEMP HP = 0, Healing Surges : 7/7


(-B6)Ace 42/42, TEMP HP = 0, Healing Surges : 1/6

Gillric
2012-12-31, 02:13 PM
Ashe

There are at least two types of creatures who defecated here. One were small humanoids like a halfling, while the others are some sort of hound. Still, maybe it is just the diet, but there is something unusual in the scat.

Shadow_Elf
2012-12-31, 04:05 PM
Ace
The sorcerer nods. A dark one and its pet, I think. They're the halflings of the Shadowfell, the same way gnomes are in the Feywild. The creature is a shadow hound, an expert tracker. I've dealt with a Dark One once or twice in my early years with the caravan; tricky little buggers, but civil. We might be able to speak with this one about where we find ourselves.

NotScaryBats
2012-12-31, 09:47 PM
"Ugh, that smell..." Monique says, nauseated by the terrible smell. After looking at the circles on this side of the portal, she shakes her head. "I can't really think straight in here, but this portal will get us back if we can figure out how ta use it. Maybe if we get some fresh air and come back..."

Monique stays away from the poopy corner.

Dekkah
2013-01-03, 11:26 AM
DM
After spending a little bit of time analysing the room, the heroes are ready to move up to explore the tower upper room. Bolerum goes up first, followed by Ashe, Ace and finaly Monique. As the heroes goes up, the first thing they notice is that there is some dim illumination in the room above.
Weapon in hands Bolerum enter the room. At first glance, this room was some private study, with a large bookshelf section and an ancient oak desk. There is still a disturbing rotting smell in the room, surely provided by the decayed books on the northen wall furniture. An other stairway goes up on the other side of the room. The light in the room comes from two different sources.

First, a 15 feet wide window cover the sourthern section of the wall. You can see that there was some wodden frames with glass before, but these are all broken now, which let nature element enter this room and explain the decrepitude of the room. The light coming from outside is a little weird, as if an thick layer of storm cloud would filter the sunlight, but you see a dark blue, nearly purple sky outside with no clouds. Outside, you can see many building roofs in ruins.

The second light source is an hearth with embers beside the staiway. There is no flame left, and you can estimate that the fire have not receive new wood to fuel it for many hours now.

Bolerum walk in first, but when Ashe step in, the keen elf eyes spot movement behind the massive oak desk, giving him a chance to act as the ambush is sprung.

Only Ashe passive perception is high enough to act in the surprise round. (PM incoming with what you see)

Monique and Ace are still in the stairway (the number in brackets are height compared to floor).
If you want to see what tyhe other floor is check the map before combat (Post 232)

Since we still are in the surprise round and only Ashe plays... I'll still let you have a chance to roll initiative (until surprise round is done, where I'll roll your ini myself if you did not at that point).

It is Ashe turn.



Initiative :
Round : Surprise
Ashe..........: 27 <----Active Player
SH.............: 14
DC.............: 10


Monters Status :
...

Players Status

(P4) Bolerum: 53/53, TEMP HP = 0, Healing surges : 12/12

(N6) Monique : 44/44, TEMP HP = 0 , Healing surges : 8/8
-1 to skill checks and attacks rolls, until she is away from the putrid/humidity smell or she throw up (you can spend an healing surge as a standard action to counter the effect)

(P5) Ashe : 49/49, TEMP HP = 0, Healing Surges : 7/7


(O6)Ace 42/42, TEMP HP = 0, Healing Surges : 1/6



Map :
http://img515.imageshack.us/img515/3315/stower2.jpg
R2/R4 is the window.
M6/N6 is the hearth
K2/L5 are the bookshelves
O6/N6 is the stairway going down (Exit point is P6)
O0/N0 is the stairway going up(entry point at P0)

Gillric
2013-01-03, 11:57 AM
Ashe

Seeing creatures hiding behind the table Ashe rushed forward to claim the higher ground while calling out to his allies, Look Out, they're behind the table!

Standard: Charge to O3 and overwhelming strike on DC3
[roll0] vs AC
Hit: [roll1] and shift to P2 and slide DC3 into O3

Dekkah
2013-01-03, 12:29 PM
DM
Ashe sword hit the creature right under the left arm, at the armpit level. To prevent loosing an arm, the creature roll with the blow and is draged onto the desk as Ashe step down on the other side.
Suddenly, all the light sources are dimed a notch making things hard to see for those without some enhanced vision. You then hear some intimidating bayings behind the desk, that makes you all edgy and nervous as you spot the hound behind the desk.
http://img38.imageshack.us/img38/816/chadow.png

A dagger comes flying at Bolerum, hitting his left side hard. Had it not been wearing armour,the weapon surely would had caused grevious wounds. Bolerum look toward the hearth and spot the dagger thrower, a small creature like the one Ashe pulled onto the desk, hidden between the shelves and hearth.
http://img651.imageshack.us/img651/1772/darkone.png

The small creature on the desk counter Ashe attack with his dagger. Ashe duck low, but he still feel the solid hit on his armor from the creature weapon.

Ashe hit.

SH :
Free : Shroud of Night aura 10; bright light in the aura is reduced to dim light, and dim light becomes darkness.
This means that if you dont have Low-light vision or darkvision, enemies have concealment( you have -2 to melee and ranged attacks)
Standard : Baying * Fear
Close burst 5; deafened creatures are immune;
Attack on Ace (+2 (CA - Hidden), -2 (Cover)) : 19 VS Will (miss)
Attack on Ashe : 18 VS Will (Hit)
Attack on Bolerum (+2 (CA - Hidden)) : 23 VS Will (Hit)
(He doesnt have line of sight or effect on Monique since she is 2 square down in the stairway)
Hit : the target takes a -2 penalty to all defenses until the end of the SHís next turn.

DC1 :
Standard : Throw dagger at Bolerum (+2 (CA - Hidden)) : 25 VS AC, 14 damages

DC3 :
Standard : Dagger at Ashe : 24 VS AC, 8 damages


Round 1 starts. It is Ashe turn .




Initiative :
Round : 1
Ashe..........: 27 <----Active Player
Bolerum .....: 25
SH.............: 14
DC(+7).......: 10
Ace (+3).....: 10
Monique......: 6


Monters Status :
(M3) : SH 1..... : Aura 10 : Reduce light sources effects

Players Status

(P4) Bolerum: 39/53, TEMP HP = 0, Healing surges : 12/12
-2 penalty to all defenses UENT (SH)

(N6) Monique : 44/44, TEMP HP = 0 , Healing surges : 8/8
-1 to skill checks and attacks rolls, until she is away from the putrid/humidity smell or she throw up (you can spend an healing surge as a standard action to counter the effect)

(P2) Ashe : 41/49, TEMP HP = 0, Healing Surges : 7/7
-2 penalty to all defenses UENT (SH)


(O6)Ace 42/42, TEMP HP = 0, Healing Surges : 1/6



Map :
http://img40.imageshack.us/img40/3315/stower2.jpg
R2/R4 is the window.
M6/N6 is the hearth
K2/L5 are the bookshelves
O6/N6 is the stairway going down (Exit point is P6)
O0/N0 is the stairway going up(entry point at P0)

Gillric
2013-01-03, 02:09 PM
Ashe

Ashe again swings his blade at his foe, trying to cut the legs from under his target.

Minor: Oath DC3
Standard: Overwhelming Strike on DC3
[roll0] or [roll1] vs AC CRIT
Hit: [roll2] 25 damage plus 8 fire and radiant damage and shift to Q2 and slide DC3 to P2

Ashe's Status:
HP 41/49 Bloodied 24 Healing Surge 12 (0 used /7)
AC 21 Fort 14 Reflex 18 Will 18 Speed 7

THP 0

EFFECTS

ENCOUNTERS SINCE LAST EXTENDED REST 0

OATH TARGET DC3

ACTION POINTS 1

At-Will Powers
Bond of Pursuit
Overwhelming Strike

Encounter Powers
Oath of Enmity
Righteous Pursuit
Elven Accuracy
Rictus Grin
Sequestering Strike
Bloodied Determination
Abjure Undead (Channel Divinity)
Divine Guidance (Channel Divinity)

Action Point
Second Wind

Daily Powers
Aspect of Might
Oath of Righteous Fury

Item Powers
Cannith Goggles (Daily)
Enduring Spirit Vestments Cloth Armor (Daily)
Ruby Scabbard (Encounter)
Point Blank Longbow (Encounter)

AMMO
Arrows: 45

Leewei
2013-01-03, 02:23 PM
Bolerum

The paladin vaults the desk, slashing at the hound.

Move: Advance to M2.
Minor: Challenge SH1.
Standard: Righteous Smite [roll0] vs AC on SH1 for [roll1] radiant damage; grant self and allies within 5 6THP.

Nature Knowledge checks (if appropriate):
Humanoids: [roll2]
Hound: [roll3]

Dekkah
2013-01-03, 03:23 PM
DM
Ashe sword hit the monster leg in a splatter of blood, nearly severing it. The have to jump down from the table as Ashe draw him back and nearly faint from pain as he land on his injured leg but still stands.

Bolerum challenge the hound and move by him. Going over the table have him open his defense to the small creature, but the beating it got from Ashe made his attack unprecise. Bolerum aim for the monster, but miss the creature completly.

The hound suddenly vanish and appear again on the other side of Bolerum, biting the paladin's left leg, its theets sinking into the flesh and drawing blood.

A second hound comes from the stairway and jump for the elf throat. Ashe manage to block the dangerous attack by rising his shoulder but still take a vicous hit.

The dark one hidden by the fire move toward Bolerum. AS he move, it is as if darkness follows him, making Bolerum unsure where he is, until the monster strike. The weapon nearly sink into the kord disciple flesh, but Bolerum manage to dodge at the last second.

The small creature facing Ashe wait a second and Ashe thinks he might have the upper hand, but then he feels two hits on the back of his armor, one particulary painful. Looking around, he sees that two small one walked on a ledge from outside into the window frame. The one in front of him takes the opportinuty to sink his own blade into elven flesh before steping back out of reach. Two more creature comes down in the stairway and throw daggers at Ashe. One hit, but the elf deflect the second one away.

Ashe hit and Bloody DC3

Bolerum Move provoke an OA (13 VS AC = miss)
Bolerum miss SH1

SH1 :
Move : Teleport to M1 (Gain CA on Bolerum because of an ability)
Standard : Bite Bolerum (+2 (CA)), 27 VS AC, 14 damages
End of turn : -2 to defense end on Bolerum and Ashe

SH2 :
Move : Move to P1
Standard : Bite Ashe, 25 VS AC, 6 damages

DC 1 :
Minor : Draw dagger
Move : Dark Steps to M3 : The dark creeper moves up to 4 squares, gains a +4 bonus to AC against opportunity attacks, and gains combat advantage against any target that it ends its move adjacent to (Bolerum).
Standard : Dagger on Bolerum (+2 (CA)), 20 VS AC (Miss)

DC 2 :
Minor : Draw dagger
Move : Move to N0
Standard : Throw dagger at Ashe, 24 VS AC, 4 damages

DC 3 :
Standard : Delay (waitign for Flank)

DC 4 :
Move : Dark Steps to R2 (from ledge outside (R1)) : The dark creeper moves up to 4 squares, gains a +4 bonus to AC against opportunity attacks, and gains combat advantage against any target that it ends its move adjacent to (Ashe).
Standard : Dagger on Ashe (+2 (CA)), 22 VS AC (Miss)

DC3 :
Standard : Dagger on Ashe (+2 (CA)), 24 VS AC, 10 damages
Move : Shift to O1

DC 5 :
Move : Dark Steps to R3 (from ledge outside (R5)) : The dark creeper moves up to 4 squares, gains a +4 bonus to AC against opportunity attacks, and gains combat advantage against any target that it ends its move adjacent to (Ashe).
Standard : Dagger on Ashe (+2 (CA)), 28 VS AC, 5 damages

DC 6 :
Minor : Draw dagger
Move : Move to O0
Standard : Throw dagger on Ashe , 15 VS AC (Miss)


It is Ace Turn (remember Concealment)


Initiative :
Round : 1
Ashe..........: 27
Bolerum .....: 25
SH.............: 14
DC(+7).......: 10
Ace (+3).....: 10 <----Active Player
Monique......: 6


Monters Status :
(M3) : SH 1..... : Aura 10 : Reduce light sources effects, Divine Challenge (Bolerum)
(O1) - DC 3..... : Bloodied, Oath of enmity (Ashe)

It is Ace turn (remember the Dim light = concealment)

Players Status

(M2) Bolerum: 25/53, TEMP HP = 0, Healing surges : 12/12
Bloodied

(N6) Monique : 44/44, TEMP HP = 0 , Healing surges : 8/8
-1 to skill checks and attacks rolls, until she is away from the putrid/humidity smell or she throw up (you can spend an healing surge as a standard action to counter the effect)

(P2) Ashe : 16/49, TEMP HP = 0, Healing Surges : 7/7
Bloodied

(O6)Ace 42/42, TEMP HP = 0, Healing Surges : 1/6



Map :
http://img560.imageshack.us/img560/3315/stower2.jpg
R2/R4 is the window.
M6/N6 is the hearth
K2/L5 are the bookshelves
O6/N6 is the stairway going down (Exit point is P6)
O0/N0 is the stairway going up(entry point at P0)

Shadow_Elf
2013-01-03, 04:17 PM
Ace
'Course they attack us on sight... sighs Ace. He gives a magic-infused mean look to the hound attacking Ashe, then shuffles his deck and tosses it into the air; the cards freeze over and rain a hail of sharp ice onto their enemies.

Minor Action: FE - Evil Eye of the Vistani, @ SH2
Standard Action: 1A - Diamond Flush ABurst 1 @ O1

Evil Eye: [roll0] (incl. conceal) vs. Will
Hit: Ace gains CA and the target cannot approach Ace both UEMNT

Diamond Flush Damage: [roll1] cold damage + slowed UEMNT

vs. SH2: [roll2] vs. Reflex (+2 if CA from Eye)
vs. DC3: [roll3] vs. Reflex
vs. DC2: [roll4] vs. Reflex
vs. DC6: [roll5] vs. Reflex

NotScaryBats
2013-01-03, 09:46 PM
Monique enters the room and tries to help as best she can.

assuming the dc are minions, I will attack SH1 at -2 for concealment.
Move to n5
standard Dissonant Strain on SH1 [roll0] vs R
on hit, grant ashe a save and sh1 takes -2 to all attacks ueont
on hit [roll1] radiant dmg
minor majestic word on ashe. Dunno if you want to be slid anywhere, but since your turn is next, you can assume a slide of 1 anywhere you wanna go.

Gillric
2013-01-03, 10:24 PM
Ashe

With his vision clouded, Ashe steps to where he remembers the hound being and takes a blind swipe at it.

Minor: Oath SH1
Move: Shift to N1
Standard: Overwhelming Strike on SH1
[roll0] or [roll1]
Hit: [roll2], shift to M0 and slide SH1 to N1

Ashe's status:
HP 36/49 Bloodied 24 Healing Surge 12 (1 used /7)
AC 22 Fort 14 Reflex 18 Will 18 Speed 7

THP 0

EFFECTS

ENCOUNTERS SINCE LAST EXTENDED REST 0

OATH TARGET SH1

ACTION POINTS 1

At-Will Powers
Bond of Pursuit
Overwhelming Strike

Encounter Powers
Oath of Enmity
Righteous Pursuit
Elven Accuracy
Rictus Grin
Sequestering Strike
Bloodied Determination
Abjure Undead (Channel Divinity)
Divine Guidance (Channel Divinity)

Action Point
Second Wind

Daily Powers
Aspect of Might
Oath of Righteous Fury

Item Powers
Cannith Goggles (Daily)
Enduring Spirit Vestments Cloth Armor (Daily)
Ruby Scabbard (Encounter)
Point Blank Longbow (Encounter)

AMMO
Arrows: 45

Leewei
2013-01-03, 10:56 PM
Bolerum

Moving himself among the enemies, Kord's disciple roars thunderously as he slams his standard into the floor, inspiring his allies.Suboptimal round, but rule of cool and all...

Move: Shift to N1. Edit: Convert to Minor; draw Battle Standard of Healing.
Standard: Plant Battle Standard of Healing, creating a zone in burst 5 (basically the whole map). Anytime Bol or any ally in this zone spends a healing surge, that PC and all allies in the zone gain an additional 1hp.
Minor: Divine Mettle to Ashe, granting him an immediate save at +2.
AP Action: Invigorating Presence. Use Cloak of the Walking Wounded's daily power to spend an additional HS. All nearby PCs gain 12THP and are healed for 2hp. Bol is healed for 30 and gains +2 to all defenses UENT.