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  1. - Top - End - #841
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    Grey_Wolf_c's Avatar

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    Default Re: [Hourglass of Zihaja D&D 4e] Heroes on a Sea of Swords IC

    Amirah, Living Swarm

    Amirah's swarm is sill struggling to escape the sticky web that covers them all, so her attack on the vulnerable spider swarm lacks strength. But just like the spiders extend their presence, so does Amirah, using what few insects are free to force the spiders well away from Them and Their friends.

    Spoiler
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    OA Attack: Savage Rend
    To Hit - (1d20+22)[41]
    [roll=Damage]1d8+16[/roll]+Claw Gloves - (1d10)[8] (divide by two, then two again since I'm weakened and this isn't an area attack)
    If hit, slide the spider swarm to J14-K15 (this would remove the cockroach flank bonus, not that it matters)
    Last edited by Grey_Wolf_c; 2012-12-29 at 02:41 PM.
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    Quote Originally Posted by The Giant View Post
    But really, the important lesson here is this: Rather than making assumptions that don't fit with the text and then complaining about the text being wrong, why not just choose different assumptions that DO fit with the text?
    Ceterum autem censeo Hilgya malefica est

  2. - Top - End - #842
    Ogre in the Playground
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    Default Re: [Hourglass of Zihaja D&D 4e] Heroes on a Sea of Swords IC

    Medinah

    In a flash, Medinah disappeared, reappearing on the backside of the spider swarm as the defensive magic binding them together transported her back to inflict some bladed punishment.

    Spoiler
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    Immediate reaction: Aegis of Assault teleport to I-15 and make a melee basic attack (Eldritch Strike).

    Con (weapon) vs. AC, with CA for flanking (offset by concealment):
    (1d20+22)[40]
    Hit: (1d8+14)[19] psychic damage and slide it one square down and to the right (J/K-14/15) + Psychic Lock.
    Currently playing: Jathal Darsha'an; Linie

  3. - Top - End - #843
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    Chambers's Avatar

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    Default Re: [Hourglass of Zihaja D&D 4e] Heroes on a Sea of Swords IC

    Jalil

    "Get...away...from....me!" Jalil says, each word accompanied by a successively louder clap of thunder until a shockwave of thunder and lightning lashes out around her, slamming into the swarms and knocking them back.

    Spoiler
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    Standard + Free (Static Charge + Elemental Escalation)

    Close Blast 3 (J 8-10, L 8-10, extra target at H7)

    Attack vs Reflex Wasp 2
    Attack vs Reflex Cockroach 1
    Attack vs Reflex Scarab 1
    Attack vs Reflex Wasp 1

    Damage: (1d6+21)[27] lightning and thunder damage, (1d6)[6] lightning and thunder damage, (1d10)[7] lightning and thunder damage and Cockroach 1 takes 6 extra damage. Each target hit is slid 2 squares away from Jalil in a straight line from her.

    Free Action: Fly to F12.

    Save vs Acid (1d20)[18]
    Save vs Untyped (1d20)[2]

    White Lotus: If any of the swarms that she hits attack her before her next turn, they'll individually take 6 lightning and thunder damage and she gets to use the power again as an Immediate Reaction.

    Statblock
    Spoiler
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    Jalil Farun, Sabi Elementalist
    HP 48/101 Bloodied 50 Surge Value 25 Surges 10/10
    AC 25 Fort 26 Ref 25 Will 30
    Temp HP 0

    Initiative +7
    Passive Insight 17
    Passive Perception 19

    Elemental Bolt, Static Charge, Storm Walk

    Elemental Escalation ([X][X][ ][ ]), Essence of Arcane Blood, Wind Fury Assault, Essence Form, Windwalker, Sorcerous Sirocco, Wind Rider, Fog Form

    Howling Tempest, Thunder Leap, Howling Hurricane, Lightning Daggers

    Race/Theme/Class/Paragon Path Features
    Spoiler
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    Windsoul: You gain resist 5 cold and the windwalker power. At 11th level, the resistance improves to 10 cold. At 21st level, the resistance improves to 15 cold.

    (1st level): Your origin becomes elemental. For the purpose of effects that relate to creature origin, you are considered to be an elemental. Add Primordial to the languages you can read, write, and speak. You gain a +2 power bonus to Athletics checks and Perception checks. You also gain the wind fury assault power.
    (5th level): Whenever an effect enables you to fly, you can fly 1 additional square. Further, whenever you use your second wind, you can push each creature adjacent to you 1 square.
    (10th level): Whenever you hit with wind fury assault, you slide the target up to a number of squares equal to your highest ability modifier.

    Elemental Power: You gain a bonus to the damage rolls of arcane powers equal to your Constitution modifier. This bonus increases to 2 + your Constitution modifier at 5th level, 5 + your Constitution modifier at 15th level, and 8 + your Constitution modifier at 25th level.
    Elemental Resilience: While you are not wearing heavy armor, you can use your Constitution modifier in place of your Dexterity or Intelligence modifier to determine your AC.
    Elemental Versatility: At 9th level and 19th level, you gain a sorcerer at-will attack power of your choice.

    Enhanced Elemental Bolt: Your elemental bolt deals lightning damage. On a hit, its target gains vulnerable 3 to your elemental attacks until the end of your next turn.
    Elemental Soul: At 5th level, you gain resist 10 lightning. At 15th level, you gain a +2 bonus to saving throws against ongoing lightning damage. At 25th level, choose either cold or thunder. You gain resist 10 to the chosen damage type and a +2 bonus to saving throws against ongoing damage of that type.
    Fly: At 23rd level, you can fly up to half your speed as a move action.

    Energy Essence (11th level): If you hit with an arcane attack power that deals more than one type of damage, you deal 1d6 extra damage.
    Essential Action (11th level): When you spend an action point to take an extra action, you gain a +4 bonus to attack rolls with arcane powers until the start of your next turn.
    Last edited by Chambers; 2012-12-29 at 07:53 PM.
    "We have sent many to Hell, to smooth our way," said I, "and we are standing yet and holding blades. What more?"- Roger Zelazny, This Immortal
    Avatar Image: The Great Wave off Kanagawa by Hokusai; bitmap version by me.


  4. - Top - End - #844
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    Default Re: [Hourglass of Zihaja D&D 4e] Heroes on a Sea of Swords IC

    Iludai Cave Network
    Jalil's concussion blasts throw the scarabs and cockroaches back, but not the wasps. As she soars away on the ends of her magic, the wasps each make an attack on her. She takes a glancing blow from one of the groups.

    The scarab swarm that was threatening Medinah rushes under Alvah, though he half-heartedly passes his blade through them as they run all around him. They successfully latch on to the half-genie, holding him in place and gnawing on his armor.

    The wasps deftly maneuver into the middle of the Hunters before attacking Alvah as well. Distracted by Medinah's challenge, they miss their mark and Alvah comes out unscathed.

    Crunch:
    Spoiler
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    Both Wasp swarms are missed by the Static Charge, and so they get AoOs when Jalil flies away. One misses, but the other hits (19, 32 vs. AC) for 15 (halved to 7 by insubstantial). Since they were not hit by the original attack, no Lotus stuff takes place in that instance.

    Alvah is hit by the Scarab Swarm (32 vs. AC) but is missed by the wasps (28 vs. AC). Alvah is grabbed and taking ongoing 10 untyped damage (until escape, DC20), but he gets an opportunity attack when they rush under him. The scarabs are in his space.

    It is Medinah's turn. I modified Jalil's forced movements so they wouldn't cause extra free attacks or compromise Kihtsah's Oath feature. I place Medinah's teleport so that Jalil's fly brought her into a good defensive position.


    Battle Map
    Spoiler
    Show


    The entire room has concealment because of the ambient buzz of bugs. Amirah ignores this concealment and can see normally. However, any time Amirah tries to gain temporary hit points, she'll be mentally assaulted by Abdullah. The stalagmites grant Superior Cover if your line of effect is drawn through them. The Usurper!Princes are really more of a terrain feature than an enemy; these juveniles are not combat-capable threats, but they do help refine the swarm. One hit will knock them out, and they provide a non-stacking Aura 5 which grants +2 attack and +2 damage to members of the swarm. The pink shaded area is a dense cloud of insects.


    Initiative Order
    Spoiler
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    Wasp Swarm 1: 29
    Spider Swarm 2: 28++
    Cockroach Swarm 2: 28+
    Kihtsah: 28
    Alvah: 26+
    Amirah: 26
    Cockroach Swarm 1: 23
    Spider Swarm 1: 22+
    Rahman: 22
    Scarab Swarm 2: 21
    Jalil: 20
    Scarab Swarm 1: 19
    Wasp Swarm 2: 18
    Medinah: 15
    The Swarm (Hazard): 10

    Acting creature/player is highlighted.


    Player Status
    Spoiler
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    Amirah (A): 61/112 HP, 10 THP, OG10 PSN
    Alvah (N): 91/102 HP, immobilized (SE), healing rain aura, OG10 UT + grabbed (DC20)
    Jalil (J): 41/101 HP, Bloodied, insubstantial, OG5 UT
    Medinah (M): 104/105 HP,
    Rahman (R): 49/113 HP, Bloodied
    Kihtsah (K): 49/111 HP, Bloodied

    Figment (F): 34/56 HP,
    Tiger (T): 34/56 HP, OG10 PSN (SE)

    Healing Surges:
    Spoiler
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    Amirah: 7/12
    Alvah: 5/11
    Jalil: 10/10
    Medinah: 8/13
    Rahman: 13/18
    Kihtsah: 2/8


    Enemy Status:
    Spoiler
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    Spider Swarm 1: Bloodied, Aegis (M)
    Spider Swarm 2: Bloodied, Oath (K)
    Cockroach Swarm 1: Bloodied, Cursed (M)
    Cockroach Swarm 2: Bloodied
    Scarab Swarm 1: Cursed (M), Marked (M)
    Scarab Swarm 2: Bloodied, Cursed (M)
    Wasp Swarm 1: Bloodied
    Wasp Swarm 2: Bloodied, Cursed (M), Marked (M)


    Known Information
    Spoiler
    Show
    Feel free to roll Nature for monster knowledge results about the various swarms. There's four kinds of swarm (spider, wasp, cockroach, scarab), and you'll need separate nature checks for each. Monster knowledge is a free action, but it has to be trained, I think.

    Spiders:
    Spoiler
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    Natural beast (spider, swarm). This swarm is weak to area attacks, but resistant to targeted attacks. They are venomous, and the swarm will attack anything that gets too close (aura 1, you take free MBAs for starting turn in that aura). Outrunners from the swarm spread fresh webbing all around the swarm, which is highly sticky (aura also immobilizes, save ends). The swarm will also occasionally emit toxic bursts of gas to subdue its prey, which reach out to 15 feet.


    Cockroaches:
    Spoiler
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    Natural beast (swarm). They are stinky and vicious, and often make use of hit-and-run tactics. Aura 2 of stench, -2 to attack rolls. Aura 1, if you start your turn in it, they get a free attack.


    Wasps:
    Spoiler
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    Natural beast (swarm). They are ravenous and deadly, but have little regard for personal safety. They reactively attack those that stand near them.


    Shaqat Beetles:
    Spoiler
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    Natural beast (swarm). This swarm will engulf and latch onto a target, eating it alive. Shaking them loose is difficult (escape DC 20). The beetles are capable of jumping ten feet through the air. These creatures are infected with parasites that they can transmit to their prey. These cerebral parasites can take hold in the victim's brain. Does not have the same tendency to reactively lash out as other swarms.
    Last edited by Shadow_Elf; 2013-01-06 at 07:46 PM.
    My Homebrew
    Currently DMing: Heroes on a Sea of Swords - IC - OOC - OOC II - OOC III
    Many thanks to the very talented Kymme for making an Avatar of my incredibly-specific D&D character!

  5. - Top - End - #845
    Ogre in the Playground
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    Default Re: [Hourglass of Zihaja D&D 4e] Heroes on a Sea of Swords IC

    Medinah

    Medinah cursed the spiders as she coiled up and then, spinning on her heels, she released bolts of psychic energy into the swarms.

    Spoiler
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    Minor action to curse S1 (two-fold curse; it looks like S1 is the same distance away as UP3.

    Standard action to use Skirmisher's Volley on R2, S1 and UP3.
    Con (implement) vs. Reflex (concealment factored in).
    R2: (1d20+17)[29]
    S1: (1d20+17)[34]
    UP3: (1d20+17)[36]

    Hit: (1d8+10)[14] psychic damage and (2d6)[9] curse damage on S1 (or R2 if S1 is missed), plus psychic lock and protective hex, and shift 1 square plus 1 per target hit (I'll wait to move until attacks are resolved).

    Waiting on move action.
    Currently playing: Jathal Darsha'an; Linie

  6. - Top - End - #846
    Ettin in the Playground
     
    ClericGuy

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    Default Re: [Hourglass of Zihaja D&D 4e] Heroes on a Sea of Swords IC

    Alvah Nasab, Voice of Thunder
    With insect rush from all direction, the choas of this combat makes the half-marid smile.
    Feels like a storm somehow, thinks to himself the bard.
    As the scarabs rush at him to cover him, he swing at the monster hoping to slow them down.

    Spoiler
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    I am grabbed (added status).

    Opportunity action : MBA on R1, (1D20+15)[34], (1D8+3)[5] damages.

    Alvah's Status
    Spoiler
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    HP :...87/102...TEMP HP :...6
    Surge Value :...25
    Surge left/surge per day :...4/12
    Resist : ....6 Ongoing ....
    AC:...29 (31)...FORT:...29... REF:...26 (28)...WILL:...31...
    Encounter count for the day: ....2
    Languages : ....Common, Aquan, Ignan , Terran
    Initiative : ... +8
    Passive Perception : ... 23
    Passive Insight : ...21
    Main Hand : Bard's Songblade Longsword +4
    Off Hand : Light Shield
    Powers :
    Melee Basic Attack (For OAs) (+14, 1D8+3)
    Staggering Note
    War Song Strike

    Action point (0/2)
    Second Wind
    Majestic Word (1/2)
    Healing Rain
    Word of Friendship
    Vezzuvu's Eruption
    Shout of Thriumph
    Drums of the wild hunt
    Rolling Echo
    Earthquake Stike
    Moment of Escape
    Chrod of Resilience
    Illusory Ereasure

    Tune of Ice and Wind
    Thunder Blade
    Menacing Thunder
    Doom Echo


    Items powers:
    Eladrin Ring of passage
    Cloak of Translocation +4

    Helm of Teleportation
    Imposter's Stonemail Armor +3

    Consumables :

    Effects from Alvah :
    Medinah gain +3 power bonus to its next attack roll against (R1) before the end of your next turn
    Kihtsah gain +3 power bonus to its next attack roll against (S2) before the end of your next turn
    Rahman gain +3 power bonus to its next attack roll against (W2) before the end of your next turn

    Effects on Alvah :
    +2 AC and Reflex UENT (Cloak of Translocation)
    Immobilised (Save ends)
    Healing Rain (AURA 1), Grant 6 THP to allies in the aura at the Start of my turn.
    Grabbed (DC 20) and ongoing 10

    Items Carried/Owned :

    Spoiler
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    Imposter's Stonemail Armor +3 (E)
    Bard's Songblade Longsword +4 (E)
    Cloak of Translocation +4(E)
    Eladrin's Ring of Passage (E)
    Helm of Teleportation (E)
    Ritual Book
    Backpack
    Bedroll
    Flint and steel
    Beltpouch
    Sunrod (2)
    Rations (10 days)
    50' hempen rope
    Waterskin
    Dagger


    Wealth :
    Spoiler
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    2 pp
    40 gp



    Last edited by Dekkah; 2013-01-07 at 12:52 PM.

  7. - Top - End - #847
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    Shadow_Elf's Avatar

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    Default Re: [Hourglass of Zihaja D&D 4e] Heroes on a Sea of Swords IC

    Iludai Cave Network
    Medinah's magic kills the last of the scarabs and the usurper bug, while damaging and impairing the aim of the spiders. Alvah's swing takes out a small handful of scarabs, leaving only dregs of the swarm left.

    The swarm condenses around Rahman, but his Aegis prevents most of the damage. The remaining chimera bug maneuvers into the middle of the melee to command the other swarms as efficiently as possible. Using the cover of the swarm, the wasps move around to engage as many foes as possible, striking at Figment. However, even the manifold eyes of the wasp swarm cannot pierce the displacer beast's illusion and their attack is foiled. The spiders, on the other hand savagely bite and scratch Medinah, polluting the arcane currents that sustain her with their venom. The cockroaches charge the Warforged, but are not as fortunate in bypassing her arcane defenses.

    Crunch:
    Spoiler
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    Hazard goes off, new pink zone appears. Rahman takes 7 damage from missed hazard attack. Usurper!Prince moves in to optimize the aura.

    Wasps miss Figment. Medinah is crit by the spiders for 30 damage + 10 ongoing poison damage. Cockroaches charge and miss Medinah.

    Kihtsah on deck, followed by Alvah then Amirah.


    Battle Map
    Spoiler
    Show


    The entire room has concealment because of the ambient buzz of bugs. Amirah ignores this concealment and can see normally. However, any time Amirah tries to gain temporary hit points, she'll be mentally assaulted by Abdullah. The stalagmites grant Superior Cover if your line of effect is drawn through them. The Usurper!Princes are really more of a terrain feature than an enemy; these juveniles are not combat-capable threats, but they do help refine the swarm. One hit will knock them out, and they provide a non-stacking Aura 5 which grants +2 attack and +2 damage to members of the swarm. The pink shaded area is a dense cloud of insects.


    Initiative Order
    Spoiler
    Show
    Wasp Swarm 1: 29
    Spider Swarm 2: 28++
    Cockroach Swarm 2: 28+
    Kihtsah: 28
    Alvah: 26+
    Amirah: 26
    Cockroach Swarm 1: 23
    Spider Swarm 1: 22+
    Rahman: 22
    Scarab Swarm 2: 21
    Jalil: 20
    Scarab Swarm 1: 19
    Wasp Swarm 2: 18
    Medinah: 15
    The Swarm (Hazard): 10

    Acting creature/player is highlighted.


    Player Status
    Spoiler
    Show
    Amirah (A): 61/112 HP, 10 THP, OG10 PSN
    Alvah (N): 91/102 HP, immobilized (SE), healing rain aura, OG10 UT + grabbed (DC20)
    Jalil (J): 41/101 HP, Bloodied, insubstantial, OG5 UT
    Medinah (M): 74/105 HP, immobilized (SE), OG10 PSN
    Rahman (R): 42/113 HP, Bloodied
    Kihtsah (K): 49/111 HP, Bloodied, immobilized (SE)

    Figment (F): 34/56 HP,
    Tiger (T): 34/56 HP, OG10 PSN (SE)

    Healing Surges:
    Spoiler
    Show
    Amirah: 7/12
    Alvah: 5/11
    Jalil: 10/10
    Medinah: 8/13
    Rahman: 13/18
    Kihtsah: 2/8


    Enemy Status:
    Spoiler
    Show
    Spider Swarm 1: Bloodied, Aegis (M), Cursed (M) Psychic Lock (M), Protective Hex (M)
    Spider Swarm 2: Bloodied, Oath (K), Cursed (M)
    Cockroach Swarm 1: Bloodied, Cursed (M)
    Cockroach Swarm 2: Bloodied
    Scarab Swarm 1: Bloodied, Cursed (M),
    Scarab Swarm 2: Dead
    Wasp Swarm 1:
    Wasp Swarm 2: Bloodied, Cursed (M),


    Known Information
    Spoiler
    Show
    Feel free to roll Nature for monster knowledge results about the various swarms. There's four kinds of swarm (spider, wasp, cockroach, scarab), and you'll need separate nature checks for each. Monster knowledge is a free action, but it has to be trained, I think.

    Spiders:
    Spoiler
    Show
    Natural beast (spider, swarm). This swarm is weak to area attacks, but resistant to targeted attacks. They are venomous, and the swarm will attack anything that gets too close (aura 1, you take free MBAs for starting turn in that aura). Outrunners from the swarm spread fresh webbing all around the swarm, which is highly sticky (aura also immobilizes, save ends). The swarm will also occasionally emit toxic bursts of gas to subdue its prey, which reach out to 15 feet.


    Cockroaches:
    Spoiler
    Show
    Natural beast (swarm). They are stinky and vicious, and often make use of hit-and-run tactics. Aura 2 of stench, -2 to attack rolls. Aura 1, if you start your turn in it, they get a free attack.


    Wasps:
    Spoiler
    Show
    Natural beast (swarm). They are ravenous and deadly, but have little regard for personal safety. They reactively attack those that stand near them.


    Shaqat Beetles:
    Spoiler
    Show
    Natural beast (swarm). This swarm will engulf and latch onto a target, eating it alive. Shaking them loose is difficult (escape DC 20). The beetles are capable of jumping ten feet through the air. These creatures are infected with parasites that they can transmit to their prey. These cerebral parasites can take hold in the victim's brain. Does not have the same tendency to reactively lash out as other swarms.
    Last edited by Shadow_Elf; 2013-01-13 at 03:03 PM.
    My Homebrew
    Currently DMing: Heroes on a Sea of Swords - IC - OOC - OOC II - OOC III
    Many thanks to the very talented Kymme for making an Avatar of my incredibly-specific D&D character!

  8. - Top - End - #848
    Ettin in the Playground
     
    ClericGuy

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    Default Re: [Hourglass of Zihaja D&D 4e] Heroes on a Sea of Swords IC

    Alvah Nasab, Voice of thunder
    The bard smile wildly as the enemies thighten their formation around his position.
    Come insects, come into the storm...
    Seeing that Kihtsah is about to act, the half-marid yell over the battlefeild,
    "Hold a second Kihtsah, let my storm deal with them."

    Spoiler
    Show
    I know this wont prevent Kihtsah to get attack at the start of is round, but if he want to delay for now, I will burst 3 and possibly kill many of the enemies. That will leave your attack to finish off those I miss or that werent weak enough to die from that attack.

    Still, it is up to you to decide if you wait or not
    Last edited by Dekkah; 2013-01-14 at 11:39 AM.

  9. - Top - End - #849
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    Default Re: [Hourglass of Zihaja D&D 4e] Heroes on a Sea of Swords IC

    Amirah, Living Swarm

    Still struggling under the heavy webbing that is interfering with her movement and casting, Amirah adds her voice to Alvah's. "We think it is best for Alvah to attempt to give us some space. But please be gnetle: We would like to examine the last remaining Usuper!Prince alive, if possible, now that victory seems close."
    Last edited by Grey_Wolf_c; 2013-01-14 at 12:21 PM.
    Interested in MitD? Join us in MitD's thread.
    There is a world of imagination
    Deep in the corners of your mind
    Where reality is an intruder
    And myth and legend thrive
    Quote Originally Posted by The Giant View Post
    But really, the important lesson here is this: Rather than making assumptions that don't fit with the text and then complaining about the text being wrong, why not just choose different assumptions that DO fit with the text?
    Ceterum autem censeo Hilgya malefica est

  10. - Top - End - #850
    Ettin in the Playground
     
    ClericGuy

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    Default Re: [Hourglass of Zihaja D&D 4e] Heroes on a Sea of Swords IC

    Alvah Nasab, Voice of Thunder
    The mist around Alvah stick around his nearby allies, protecting them slightly from harm as the Scarab bite his skin. Thebard refocus himself, searching the arcane residual magic of one of his spells and once he finds the magic again, he rise his shield overhead and slam his enchanted weapon upon it. A burst of magic resound all around, crashing into the insects, droping lots of them.

    Seeing that Kihtsah took some massive damage again, the bard weave his magic to shooth the avenger wounds.

    Spoiler
    Show
    I should take two attack at start of my turn from adjacent swarms.
    Took 13 acid and Ongoing 5 Acid (???)
    Start of turn : Grant 6 THP to adjacent allies (Rahman and Figment) if I am not bloodied.
    Start of turn : Ongoing 5 acid (Negated by resist)
    Start of turn : Took 10 ongoing damage (-6 = 4 taken)
    Minor : Doom echo (REcharge Rolling Echo)
    Standard : Rolling Echo, Close burst 3 (hit all enemies - non-leathal)
    attack VS C1 (-2 (C2 aura)) : 32 VS FORT
    attack VS W2 (-2 (C2 aura)) : 34 VS FORT
    attack VS R2 (-2 (C2 aura)) : 35 VS FORT
    attack VS UP2 (-2 (C2 aura)) : 35 VS FORT
    attack VS W1 (-2 (C2 aura)) : 22 VS FORT
    attack VS C2 (-2 (C2 aura)) : 35 VS FORT
    attack VS S2 (-2 (C2 aura)) : 20 VS FORT
    attack VS S1 (-2 (C2 aura)) : 22 VS FORT
    Hit : 21 thunder damage and push 1 (unimportant since all died).

    Move : Majestic word on him (Surge+(2D6+6)[12], teleport on the same square he already is and give him 6 THP), otherwise I'll use moment escape on Rahman to teleport him to G11 (out fo the pink area).
    Free : Alvah teleport to K8 gain +2 AC and Reflex UENT from Cloak.
    End of turn : Save VS Immobilised (1D20)[18]


    Alvah's Status
    Spoiler
    Show
    HP :...60/102...TEMP HP :...6
    Surge Value :...25
    Surge left/surge per day :...4/12
    Resist : ....6 Ongoing ....
    AC:...29 (31)...FORT:...29... REF:...26 (28)...WILL:...31...
    Encounter count for the day: ....2
    Languages : ....Common, Aquan, Ignan , Terran
    Initiative : ... +8
    Passive Perception : ... 23
    Passive Insight : ...21
    Main Hand : Bard's Songblade Longsword +4
    Off Hand : Light Shield
    Powers :
    Melee Basic Attack (For OAs) (+14, 1D8+3)
    Staggering Note
    War Song Strike

    Action point (0/2)
    Second Wind
    Majestic Word (0/2)
    Healing Rain
    Word of Friendship
    Vezzuvu's Eruption
    Shout of Thriumph
    Drums of the wild hunt
    Rolling Echo
    Earthquake Stike
    Moment of Escape
    Chrod of Resilience
    Illusory Ereasure

    Tune of Ice and Wind
    Thunder Blade
    Menacing Thunder
    Doom Echo


    Items powers:
    Eladrin Ring of passage
    Cloak of Translocation +4

    Helm of Teleportation
    Imposter's Stonemail Armor +3

    Consumables :

    Effects from Alvah :

    Effects on Alvah :
    +2 AC and Reflex UENT (Cloak of Translocation)
    Healing Rain (AURA 1), Grant 6 THP to allies in the aura at the Start of my turn.
    Ongoing 5 Acid (????)

    Items Carried/Owned :

    Spoiler
    Show
    Imposter's Stonemail Armor +3 (E)
    Bard's Songblade Longsword +4 (E)
    Cloak of Translocation +4(E)
    Eladrin's Ring of Passage (E)
    Helm of Teleportation (E)
    Ritual Book
    Backpack
    Bedroll
    Flint and steel
    Beltpouch
    Sunrod (2)
    Rations (10 days)
    50' hempen rope
    Waterskin
    Dagger


    Wealth :
    Spoiler
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    2 pp
    40 gp



    Last edited by Dekkah; 2013-01-15 at 02:40 PM.

  11. - Top - End - #851
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    Default Re: [Hourglass of Zihaja D&D 4e] Heroes on a Sea of Swords IC

    Kihtsah Darimil, Dervish of Adimas

    Kihtsah continues his assault on his chosen swarm, focusing on striking quickly over striking hard.

    Reaction: Strikeback gloves on S2
    Minor: Fury's Advance on S2
    Standard: Overwhelming strike on S2
    Spoiler
    Show
    Should note S2 should have a -2 AC for starting adjacent to me.
    Strikebacks basic attack with Overwhelming strike vs AC:
    (1d20+21)[25] (counting Alvah's boost)
    (1d20+21)[26]
    Damage: (1d7+15)[19]

    Fury's advance vs AC with Shortsword:
    (1d20+18)[20]
    (1d20+18)[33]
    Damage: (1d6+5)[6] (+5 if strikebacks attack missed)
    On hit, push it back to where it's top corner is in J11, it takes 12 damage for 4 allies being adjacent to it after the push. I move up to L12

    Overwhelming strike vs AC:
    (1d20+18)[28]
    (1d20+18)[35]
    Damage: (1d7+10)[11] (+5 if both earlier attacks missed)

    Let me know if the swarm dies before all of my attacks go off.
    Last edited by Reverent-One; 2013-01-15 at 11:38 PM.
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    Default Re: [Hourglass of Zihaja D&D 4e] Heroes on a Sea of Swords IC

    Amirah, Living Swarm

    Amirah stays ahead of the poison affecting the swarm by continuing to take on new members. This flow of insects creates her own cloud, affecting the spiders next to her and giving the tiger an opening to strike.

    Spoiler
    Show

    Amirah: Swarm form, OG10, weakened
    HP 62/112 Bloodied 56 Healing Surge 28 (5 used /12)
    AC 29 Fort 27 Reflex 25 Will 29

    Figment:
    HP 34/56 Bloodied 28 Healing Surge 14 (0 used /0)
    AC 30 Fort 26 Reflex 30 Will 30

    Tiger (immobile):
    HP 56/56 Bloodied 28
    AC 28 Fort 26 Reflex 24 Will 28

    Move: Figment moves to J11

    Standard: swarming locusts @I13-K15 (creates zone)
    To Hit S1 Ref - (1d20+20)[36] (+2 if S1 hits me with the free attack)
    Damage - (1d8+10)[16] (area attack; halve due to weakness)
    Creates a zone. All enemies in zone grant CA until EomNT

    Instinctive: Tiger attacks S1 or, if dead, W1
    To Hit - (1d20+25)[41] (-2 against W1, since no CA)
    Damage - (2d8+10)[17] (halve due to melee attack)

    ST OG - (1d20)[2]
    ST Weakness - (1d20)[2]
    ST Immobile - (1d20)[10]
    ST Tiger Immobile - (1d20)[7]

    Last edited by Grey_Wolf_c; 2013-01-16 at 12:06 AM.
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  13. - Top - End - #853
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    Iludai Cave Network
    Alvah's counterattack, followed up by Kihtsah and Amirah, is completely devastating, and the swarm collapse beneath their combined attacks. Eyeing the spiders, Rahman considers his next move.

    Crunch:
    Spoiler
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    I had to roll a bunch of saving throws that were forgotten. If you think there is an issue with HP or the status spoiler, let me know and we will sort it out. I have updated everything up to the end of Dekkah's turn. Amirah gets the THP from Alvah's feature for killing S1, and finds that the whispers from Abdullah have gotten quieter, as if he is slowly retracting his consciousness from these swarms and the insects of the tunnels in general.

    It is Rahman's turn, but Jalil and/or Medinah can go any time. Assume for the moment that he's on delay.


    Battle Map
    Spoiler
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    The entire room has concealment because of the ambient buzz of bugs. Amirah ignores this concealment and can see normally. However, any time Amirah tries to gain temporary hit points, she'll be mentally assaulted by Abdullah. The stalagmites grant Superior Cover if your line of effect is drawn through them. The Usurper!Princes are really more of a terrain feature than an enemy; these juveniles are not combat-capable threats, but they do help refine the swarm. One hit will knock them out, and they provide a non-stacking Aura 5 which grants +2 attack and +2 damage to members of the swarm. The pink shaded area is a dense cloud of insects.


    Initiative Order
    Spoiler
    Show
    Wasp Swarm 1: 29
    Spider Swarm 2: 28++
    Cockroach Swarm 2: 28+
    Kihtsah: 28
    Alvah: 26+
    Amirah: 26
    Cockroach Swarm 1: 23
    Spider Swarm 1: 22+
    Rahman: 22
    Scarab Swarm 2: 21
    Jalil: 20
    Scarab Swarm 1: 19
    Wasp Swarm 2: 18
    Medinah: 15
    The Swarm (Hazard): 10

    Acting creature/player is highlighted.


    Player Status
    Spoiler
    Show
    Amirah (A): 35/112 HP, 11 THP, Bloodied, OG10 PSN, immobilized (SE)
    Alvah (N): 78/102 HP, healing rain aura
    Jalil (J): 41/101 HP, Bloodied, insubstantial, OG5 UT
    Medinah (M): 64/105 HP, immobilized (SE),
    Rahman (R): 42/113 HP, Bloodied
    Kihtsah (K): 69/111 HP, Bloodied, immobilized (SE)

    Figment (F): 34/56 HP,
    Tiger (T): 24/56 HP, OG10 PSN (SE)

    Healing Surges:
    Spoiler
    Show
    Amirah: 7/12
    Alvah: 5/11
    Jalil: 10/10
    Medinah: 8/13
    Rahman: 13/18
    Kihtsah: 1/8


    Enemy Status:
    Spoiler
    Show
    Spider Swarm 1: Dead
    Spider Swarm 2: Bloodied, Oath (K), Cursed (M), Granting CA (A)
    Cockroach Swarm 1: Dead
    Cockroach Swarm 2: Dead
    Scarab Swarm 1: Dead
    Scarab Swarm 2: Dead
    Wasp Swarm 1:
    Wasp Swarm 2: Dead


    Known Information
    Spoiler
    Show
    Feel free to roll Nature for monster knowledge results about the various swarms. There's four kinds of swarm (spider, wasp, cockroach, scarab), and you'll need separate nature checks for each. Monster knowledge is a free action, but it has to be trained, I think.

    Spiders:
    Spoiler
    Show
    Natural beast (spider, swarm). This swarm is weak to area attacks, but resistant to targeted attacks. They are venomous, and the swarm will attack anything that gets too close (aura 1, you take free MBAs for starting turn in that aura). Outrunners from the swarm spread fresh webbing all around the swarm, which is highly sticky (aura also immobilizes, save ends). The swarm will also occasionally emit toxic bursts of gas to subdue its prey, which reach out to 15 feet.


    Cockroaches:
    Spoiler
    Show
    Natural beast (swarm). They are stinky and vicious, and often make use of hit-and-run tactics. Aura 2 of stench, -2 to attack rolls. Aura 1, if you start your turn in it, they get a free attack.


    Wasps:
    Spoiler
    Show
    Natural beast (swarm). They are ravenous and deadly, but have little regard for personal safety. They reactively attack those that stand near them.


    Shaqat Beetles:
    Spoiler
    Show
    Natural beast (swarm). This swarm will engulf and latch onto a target, eating it alive. Shaking them loose is difficult (escape DC 20). The beetles are capable of jumping ten feet through the air. These creatures are infected with parasites that they can transmit to their prey. These cerebral parasites can take hold in the victim's brain. Does not have the same tendency to reactively lash out as other swarms.
    Last edited by Shadow_Elf; 2013-01-20 at 12:52 PM.
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  14. - Top - End - #854
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    Default Re: [Hourglass of Zihaja D&D 4e] Heroes on a Sea of Swords IC

    Jalil

    The poison from the swarms bite burns in Jalils blood and she stumbles around to the other side of Amirah's summoned creature. She tries to speak but coughs out a blood red spark of lightning instead. Her vision doubles and she squeezes one eye closed while holding her dagger tight. How many are there...four? Lightning erupts from her dagger and surges over the swarms and it seems to suprise her as she staggers back a few steps.

    Spoiler
    Show
    Move to H15.
    Static Charge (Close Blast 3; I14-I12, K14-K12)
    Elemental Escalation (free action, target Wasp Swarm with Static Charge)

    Attack vs Spider Swarm Reflex (1d20+20)[39]
    Attack vs Wasp Swarm Reflex (1d20+18)[33]

    Static Charge Damage (1d8+21)[26] Lightning and Thunder
    Energy Essence Damage (1d6)[4] Lightning and Thunder
    Elemental Escalation Damage (1d10)[8] Lightning and Thunder

    Saving Throw versus Untyped Ongoing Damage 5 (1d20)[18]

    Statblock
    Spoiler
    Show
    Jalil Farun, Sabi Elementalist
    HP 36/101 Bloodied 50 Surge Value 25 Surges 10/10
    AC 25 Fort 26 Ref 25 Will 30
    Temp HP 0

    Initiative +7
    Passive Insight 17
    Passive Perception 19

    Elemental Bolt, Static Charge, Storm Walk

    Elemental Escalation ([X][X][X][ ]), Essence of Arcane Blood, Wind Fury Assault, Essence Form, Windwalker, Sorcerous Sirocco, Wind Rider, Fog Form

    Howling Tempest, Thunder Leap, Howling Hurricane, Lightning Daggers

    Race/Theme/Class/Paragon Path Features
    Spoiler
    Show
    Windsoul: You gain resist 5 cold and the windwalker power. At 11th level, the resistance improves to 10 cold. At 21st level, the resistance improves to 15 cold.

    (1st level): Your origin becomes elemental. For the purpose of effects that relate to creature origin, you are considered to be an elemental. Add Primordial to the languages you can read, write, and speak. You gain a +2 power bonus to Athletics checks and Perception checks. You also gain the wind fury assault power.
    (5th level): Whenever an effect enables you to fly, you can fly 1 additional square. Further, whenever you use your second wind, you can push each creature adjacent to you 1 square.
    (10th level): Whenever you hit with wind fury assault, you slide the target up to a number of squares equal to your highest ability modifier.

    Elemental Power: You gain a bonus to the damage rolls of arcane powers equal to your Constitution modifier. This bonus increases to 2 + your Constitution modifier at 5th level, 5 + your Constitution modifier at 15th level, and 8 + your Constitution modifier at 25th level.
    Elemental Resilience: While you are not wearing heavy armor, you can use your Constitution modifier in place of your Dexterity or Intelligence modifier to determine your AC.
    Elemental Versatility: At 9th level and 19th level, you gain a sorcerer at-will attack power of your choice.

    Enhanced Elemental Bolt: Your elemental bolt deals lightning damage. On a hit, its target gains vulnerable 3 to your elemental attacks until the end of your next turn.
    Elemental Soul: At 5th level, you gain resist 10 lightning. At 15th level, you gain a +2 bonus to saving throws against ongoing lightning damage. At 25th level, choose either cold or thunder. You gain resist 10 to the chosen damage type and a +2 bonus to saving throws against ongoing damage of that type.
    Fly: At 23rd level, you can fly up to half your speed as a move action.

    Energy Essence (11th level): If you hit with an arcane attack power that deals more than one type of damage, you deal 1d6 extra damage.
    Essential Action (11th level): When you spend an action point to take an extra action, you gain a +4 bonus to attack rolls with arcane powers until the start of your next turn.
    "We have sent many to Hell, to smooth our way," said I, "and we are standing yet and holding blades. What more?"- Roger Zelazny, This Immortal
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    Iludai Cave Network
    As Jalil's lightning and thunder concuss and scorch the remaining insects, the swarm falls into disarray, any semblance of order it might once have held completely lost. Amirah senses the source of the chaos; Abdullah had withdrawn his presence from the room, and all of the bugs and other creepy-crawlies have just been restored to their natural intellect and instinct. As the feeding frenzy rages around them for a moment as insects of many ecosystems collide underground, the Hunters huddle up close together in the protective aura of Figment's illusory defenses. Soon, the still-living insects begin moving out of the room, while others feed on the corpses of the fallen creatures. Hearing Amirah's mental request, Jalil and Medinah zap any bug that tries to consume the chimeras, and soon the Hunters are able to spread out. Alvah takes out his harp and begins to play a restful melody as Rahman tends the party's wounds. Taking a special mix out of his pack, Rahman manages to treat Kihtsah's wounds without having to draw on the half-efreet's energy reserves as most magic would. Though the calm of the Hunters is slightly incongruous in the chaos around them, it's not unexpected. After all, they've seen worse.

    Player Status
    Spoiler
    Show
    Amirah (A): 100/112 HP, 10 THP
    Alvah (N): 91/102 HP,
    Jalil (J): 98/101 HP,
    Medinah (M): 96/105 HP,
    Rahman (R): 110/113 HP,
    Kihtsah (K): 108/111 HP,

    Figment (F): 56/56 HP,

    Healing Surges:
    Spoiler
    Show
    Amirah: 6/12
    Alvah: 3/11
    Jalil: 8/10
    Medinah: 7/13
    Rahman: 11/18
    Kihtsah: 1/8
    Last edited by Shadow_Elf; 2013-01-21 at 04:42 PM.
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  16. - Top - End - #856
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    Default Re: [Hourglass of Zihaja D&D 4e] Heroes on a Sea of Swords IC

    Amirah, Living Swarm

    Amirah lets Alvah's music relax her and guide her magic as she taps into her dwindling reserves to replenish the swarm. Thankfully, the retreating presence of Abdullah makes this easier than before, and the swarm quickly grows in strength by capturing many of the insects still crawling in the cave. She thanks the tiger, scratches him behind the ears, and opens a portal to let him go back to his jungle.

    Amirah then turns her attention to the usurper bugs. Blasting ice wind to clear the way, she makes her way to several of the corpses, and stuffs them in her magical bag for future study. The live one, she traps in a sturdy leather bag, and then gives it to Medinah for safekeeping, asking her to just knock it unconscious if it starts struggling. "We would carry it ourselves," she explains, "but We don't want it left unattended if We must escape Our clothes in another fight."

    Worried the usurper bug may still try to fulfill its purpose of tracking her, she performs a small dweomer to detect any such attempt. She doubts the bug has the ability when so completely removed from the swarm, not to mentioned half-unconscious, but better safe than sorry.


    ---

    Once the group is ready to continue down the cave, Amirah, now free of the blasted whispers, takes point once more, and she and Figment once again make a game out of exploring the cave system, trying to stay within Medinah's light, but sometimes exploring beyond it with Amirah's multicoloured torch and Figment's keen sight.
    Last edited by Grey_Wolf_c; 2013-01-21 at 10:42 PM.
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    But really, the important lesson here is this: Rather than making assumptions that don't fit with the text and then complaining about the text being wrong, why not just choose different assumptions that DO fit with the text?
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  17. - Top - End - #857
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    Default Re: [Hourglass of Zihaja D&D 4e] Heroes on a Sea of Swords IC

    Iludai Cave Network
    The hunters continue their exploration of the caves. Medinah guides the group with magical dowsing, while Jalil uses her flying abilities to run ropes for the rest of the crew. Amirah and Kihtsah keep their eyes on the surroundings, directing the crew away from dangerous rock formations or thin floors, while Alvah guides the heroes away from the passages created by the creature that remodeled this cave network so they stay on paths their targets would have actually used in those ancient wars.

    Medinah initially has trouble with the magical sources; two of them are beginning to get very close together, and one of the two risks backlash if dowsed. Though she nearly guesses wrong, her vestiges correct her at the last moment and she locks onto the proper signature. As they approach the signature, she continues to notice the second one getting even closer, until eventually she halts the march, sensing that the moving magical source is very close by.

    OOC:
    Spoiler
    Show
    You are in a tunnel, travelling forward. Medinah tells the party that they're close to the ciphers but whatever (other than Abdullah, whose signature is now gone from the tunnels) was generating the third signature is up ahead, further down the tunnel. I assume that Medinah has turned off her Delver's Light so it does not give away your position and that you're using torches for the time being.

    What do you do?


    Player Status
    Spoiler
    Show
    Amirah (A): 100/112 HP, 10 THP
    Alvah (N): 91/102 HP,
    Jalil (J): 98/101 HP,
    Medinah (M): 96/105 HP,
    Rahman (R): 110/113 HP,
    Kihtsah (K): 108/111 HP,

    Figment (F): 56/56 HP,

    Healing Surges:
    Spoiler
    Show
    Amirah: 6/12
    Alvah: 2/11
    Jalil: 8/10
    Medinah: 6/13
    Rahman: 11/18
    Kihtsah: 0/8
    My Homebrew
    Currently DMing: Heroes on a Sea of Swords - IC - OOC - OOC II - OOC III
    Many thanks to the very talented Kymme for making an Avatar of my incredibly-specific D&D character!

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    Default Re: [Hourglass of Zihaja D&D 4e] Heroes on a Sea of Swords IC

    Jalil Farun

    Even near mortally wounded Jalil does not slump against the cavern floor while the Hunters rest. After sending a few bolts of electricity through the scattered insects to ensure the swarm is dead she brushes off the ground next to the stalagmite and sits down, her long dress covering her crossed legs. She takes a jade comb from an inside pocket and begins to brush her hair, putting order back into the wild mess it had become.

    A gentle breeze cones from somewhere as Alvah plays and the sweat and stench of battle is replaces by a hint of jasmine. When Amirah inspects the unconscious usurper bug she stands and joins her, closing her eyes as she extends her other senses. "Fascinating." is all she says before they continue on their journey.

    When Medinah warns them to a stop she hovers next to her and gives the warforged a wary glance. Don't think for a moment that what you've done is forgotten. She sniffs the air around her. "What do sense ahead?"

    Spoiler
    Show
    Sustain Wind Rider.
    "We have sent many to Hell, to smooth our way," said I, "and we are standing yet and holding blades. What more?"- Roger Zelazny, This Immortal
    Avatar Image: The Great Wave off Kanagawa by Hokusai; bitmap version by me.


  19. - Top - End - #859
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    Default Re: [Hourglass of Zihaja D&D 4e] Heroes on a Sea of Swords IC

    Amirah, Living Swarm

    Amirah repeats her examination of the usurper bag still alive a few more times, sometimes close to Medinah, sometimes from caves away from the group. She also enlists Jalil's help to triangulate the readings. She finally goes back to the group to explain her findings. "The Thing!Unnatural does not seem to communicate with Our Creator. It can probably be tracked, but so can We, so We do not believe carrying puts the group in any more danger than it was before."

    There is a pause, as the swarm reforms into new patterns under the clothes. "We feel the presence of Abdullah's soul in the Thing!Unnatural. Not strongly - a mere trace. We believe that the Creator can reform this Thing!Unnatural even if it is destroyed. We do not understand how this can be. Medinah!Best Friend, be careful: its stinger is poisonous. We do not want to see you hurt."
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    Quote Originally Posted by The Giant View Post
    But really, the important lesson here is this: Rather than making assumptions that don't fit with the text and then complaining about the text being wrong, why not just choose different assumptions that DO fit with the text?
    Ceterum autem censeo Hilgya malefica est

  20. - Top - End - #860
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    Default Re: [Hourglass of Zihaja D&D 4e] Heroes on a Sea of Swords IC

    Medinah

    As Medinah sensed they were nearing whatever this hostile presence is, presumably "Lord War," she dimmed her lights so the others could light torches.

    "Thank you for the warning, Amirah, I will handle its container with caution," she nodded to her friend, keeping her voice low. "As for what awaits us, while I am unable to determine its precise nature it is unquestionably hostile and dangerous, capable of transmitting a powerful magical backlash against any attempt to trace it. Nevertheless, I estimate its location at no more than 100 feet in front of our current position. We must take care."

    With that, she resumed her disguise, summoned her blade and prepared to lead the Hunters ahead. Even with that display of confidence however, Amirah is able to feel a dark sense of foreboding from her friend.
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    Default Re: [Hourglass of Zihaja D&D 4e] Heroes on a Sea of Swords IC

    Iludai Cave Network
    The Hunters cautiously advance, their weapons and implements drawn and ready for battle. As they move down the tunnel, they see that, as suspected, it opens up into a large room with a high, vaulted ceiling; in the pitch darkness, they actually cannot see the top. The first thing that strikes them is the cold, as they look around and see the thin layer of frost that coats much of the chamber.

    All around the cave, including on ledges and such up the walls are stone statues, intricately carved. Most of them are humanoid, but four that feature prominently on the main floor feature dragons rampant. Some of the sculptures are actually of ice, on further inspection and not stone, including one of the four dragons. In the center of the room, flanked by the statuesque dragons, sits a lone warforged, cross-legged. Medinah confirms to Amirah that that is the source of the magic she detected, strange though it may be. The life-mimicking arcana of a warforged should not be sufficient to generate such a signature, let alone that potential for mental backlash.

    As the Hunters enter the chamber, the warforged lights up and its "eyes" open. It rises to its feet and draws two longswords from sheathes on its back, slowly and methodically.

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    Kihtsah Darimil, Dervish Adimas

    Kihtsah does his best to keep up and keep his breath despite his wounds and the long day. Upon the stranger's appearance, and despite Medinah's disguise, Kihtsah's gaze flickers between her and this new warforged before them. The dervish keeps his own dual blades at his sides for the time being.

    "We are crew of The Midnight Mirage. I, myself, am called Kihtsah. Who is it that challenges us?"
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    Default Re: [Hourglass of Zihaja D&D 4e] Heroes on a Sea of Swords IC

    EG-001
    Reciprocation; this unit's designation is EG-001, replies the Warforged. In continues to stand utterly still, longswords drawn, looking at the party. Elaboration; it is most likely that you are familiar with this unit's colloquial designation as the Pirate Lord of War.
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    Default Re: [Hourglass of Zihaja D&D 4e] Heroes on a Sea of Swords IC

    Amirah, Living Swarm

    "Why are you a pirate!wasp?" asks Amirah, rather curious.
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    But really, the important lesson here is this: Rather than making assumptions that don't fit with the text and then complaining about the text being wrong, why not just choose different assumptions that DO fit with the text?
    Ceterum autem censeo Hilgya malefica est

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    Default Re: [Hourglass of Zihaja D&D 4e] Heroes on a Sea of Swords IC

    EG-001
    Explanation; it is not within this unit's programming to question the purpose behind its master's commands. What King Raven, and by extension, his bride, commands, this unit obeys. The King of Admaja's word is law; the laws of modern city-states are thereby irrelevant.
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    Default Re: [Hourglass of Zihaja D&D 4e] Heroes on a Sea of Swords IC

    Kihtsah Darimil, Dervish Adimas

    Kihtsah's blades rise as the warforged announces his designation. "So what does this "King Raven" have in mind for us? It seems you and yours were waiting for us."
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    Default Re: [Hourglass of Zihaja D&D 4e] Heroes on a Sea of Swords IC

    EG-001
    Explanation; it appears your Captain and crew have offered insult to Queen Vertasi. As a result, this unit was dispatched to exact the King's justice. Sources indicate you search for a way of decoding Admajai ritual magic. It was logical that you would attempt to assemble a working cipher. According to this unit's historical records and calculations, there are a limited number of locations that would yield your desired result. The Drums of War came here once it was known that you had departed Muarzibet en route to Aqur, as this unit calculated a chance of seventy-eight in one hundred that this cave network was your intended destination, as a nearly-complete mage cadre disappeared here during the Second Iludai Crown War era.
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    Default Re: [Hourglass of Zihaja D&D 4e] Heroes on a Sea of Swords IC

    Quote Originally Posted by Shadow_Elf View Post
    EG-001
    Explanation; it appears your Captain and crew have offered insult to Queen Vertasi. As a result, this unit was dispatched to exact the King's justice.
    Amirah, Living Swarm

    "But that's just silly. How can he be an Admajai king after such a long time? And what kind of justice doesn't allow the accused to defend their actions before an impartial judge? We guess that what you call justice is just revenge. You should call things what they are."

    Amirah's mental voice is quite dismissive of the machine's words, like only a small section of the hive is participating - and there is not a drop of fear in it. Several insects escape the clothes a buzz around, as Amirah takes a good look at her surroindings.
    Interested in MitD? Join us in MitD's thread.
    There is a world of imagination
    Deep in the corners of your mind
    Where reality is an intruder
    And myth and legend thrive
    Quote Originally Posted by The Giant View Post
    But really, the important lesson here is this: Rather than making assumptions that don't fit with the text and then complaining about the text being wrong, why not just choose different assumptions that DO fit with the text?
    Ceterum autem censeo Hilgya malefica est

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    Default Re: [Hourglass of Zihaja D&D 4e] Heroes on a Sea of Swords IC

    EG-001
    Reiteration; this unit does not question its master's commands. The Queen commands your deaths, and so it must be done. There is no alternative interpretation of the command. The warforged "blinks". Reiteration; this unit requires your individual designations. This unit is of the habit of committing the names of its opponents to its memory core so that they may be immortalized after they are deceased. This is not possible until you have provided your personal designations.
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    Default Re: [Hourglass of Zihaja D&D 4e] Heroes on a Sea of Swords IC

    Quote Originally Posted by Shadow_Elf View Post
    EG-001
    Reiteration; this unit does not question its master's commands. The Queen commands your deaths, and so it must be done. There is no alternative interpretation of the command.
    Amirah, Living Swarm

    "So, if your master commands you that up is down and down is up, do you start walking in your hands? How can you obey his order of bringing justice if there is no justice in your actions?"

    Quote Originally Posted by Shadow_Elf View Post
    EG-001Reiteration; this unit requires your individual designations. This unit is of the habit of committing the names of its opponents to its memory core so that they may be immortalized after they are deceased. This is not possible until you have provided your personal designations.
    "We have..." Amirah pauses for a moment, then continues, "358 names right now. Do you want them in order of age? This is (buzz). This is (buzz). This is [inaudible]. This is...

    Amirah's voice continues unabated - she isn't really paying much attention to the warforged. Everyone of her allies gets the feeling that she has played this game before. Everyone but Medinah, that is, who knows it for certain.
    Interested in MitD? Join us in MitD's thread.
    There is a world of imagination
    Deep in the corners of your mind
    Where reality is an intruder
    And myth and legend thrive
    Quote Originally Posted by The Giant View Post
    But really, the important lesson here is this: Rather than making assumptions that don't fit with the text and then complaining about the text being wrong, why not just choose different assumptions that DO fit with the text?
    Ceterum autem censeo Hilgya malefica est

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