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  1. Top - End - #61
    Ettin in the Playground
     
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    Default Re: [4E] Grandpre Academy, Group 2, Part 3 (IC)

    DM
    Bolerum intercept Monique before she push them open and inspect the doors. They does not appear to be locked, nor trapped.

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

  2. Top - End - #62
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    AssassinGuy

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    Default Re: [4E] Grandpre Academy, Group 2, Part 3 (IC)

    Ashe

    Seeing that it seems safe to do so, Ashe gently eases open the door.
    Playing:
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    Belim Copperheart - [4E] The Hulmund Saga

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    Default Re: [4E] Grandpre Academy, Group 2, Part 3 (IC)

    "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.

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    Should you want me to roll arcana in the future (1d20+12)[19]
    Thanks Gigi Digi for the avatar.

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    Default Re: [4E] Grandpre Academy, Group 2, Part 3 (IC)

    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.

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    Not that any of this will help:
    Dungeoneering: (1d20+3)[20]
    Perception: (1d20+3)[5]
    History: (1d20+3)[12]
    My Homebrew
    Currently DMing: Heroes on a Sea of Swords - IC - OOC - OOC II - OOC III
    Thanks to Arokh for all the wonderful avatars! May his computer never crash and his mouse arm never cramp!

  5. Top - End - #65
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    Default Re: [4E] Grandpre Academy, Group 2, Part 3 (IC)

    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.


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    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 :
    Spoiler
    Show
    Round : 1
    Monique.................. : [B]
    Bolerum................... :
    Ace........................ :
    Ashe....................... :


    Monster Status :


    Players Status
    Spoiler
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    (X10) Bolerum: 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 :
    Spoiler
    Show

    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)

  6. Top - End - #66
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    Default Re: [4E] Grandpre Academy, Group 2, Part 3 (IC)

    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.


    Spoiler
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    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 :
    Spoiler
    Show
    Round : 1
    Monique.................. : [B]
    Bolerum................... :
    Ace........................ :
    Ashe....................... :


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



    Players Status
    Spoiler
    Show

    (X10) Bolerum: 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 :
    Spoiler
    Show

    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)
    Last edited by Dekkah; 2012-11-07 at 12:46 PM.

  7. Top - End - #67
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    Default Re: [4E] Grandpre Academy, Group 2, Part 3 (IC)

    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.
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  8. Top - End - #68
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    Default Re: [4E] Grandpre Academy, Group 2, Part 3 (IC)

    Bolerum

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

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    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: (d20+4)[22]
    Last edited by Leewei; 2012-11-08 at 11:47 AM.

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    Default Re: [4E] Grandpre Academy, Group 2, Part 3 (IC)

    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.

    Spoiler
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    init (1d20+2)[16]
    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?
    Thanks Gigi Digi for the avatar.

  10. Top - End - #70
    Ettin in the Playground
     
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    Default Re: [4E] Grandpre Academy, Group 2, Part 3 (IC)

    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.

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


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



    Players Status
    Spoiler
    Show

    (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 :
    Spoiler
    Show

    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)
    Last edited by Dekkah; 2012-11-09 at 10:03 AM.

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    Default Re: [4E] Grandpre Academy, Group 2, Part 3 (IC)

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    Since we can post out of turn...
    (1d20+12)[26] arcana check


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

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    Default Re: [4E] Grandpre Academy, Group 2, Part 3 (IC)

    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

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    Arcana: (1d20+10)[29]
    My Homebrew
    Currently DMing: Heroes on a Sea of Swords - IC - OOC - OOC II - OOC III
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    Default Re: [4E] Grandpre Academy, Group 2, Part 3 (IC)

    Bolerum

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

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

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    Default Re: [4E] Grandpre Academy, Group 2, Part 3 (IC)

    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
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    Arcana: (1d20+10)[22]
    My Homebrew
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  15. Top - End - #75
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    Default Re: [4E] Grandpre Academy, Group 2, Part 3 (IC)

    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.

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


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



    Players Status
    Spoiler
    Show

    (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 :
    Spoiler
    Show

    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)
    Last edited by Dekkah; 2012-11-12 at 03:23 PM.

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    Default Re: [4E] Grandpre Academy, Group 2, Part 3 (IC)

    Ace
    We'd best focus our attention on one rune fer now, hon. Shall we start wit' red?

    Standard Action: Disable Attempt Red

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    Thievery: (1d20+10)[20]
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    Default Re: [4E] Grandpre Academy, Group 2, Part 3 (IC)

    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.

    Spoiler
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    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).


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    Default Re: [4E] Grandpre Academy, Group 2, Part 3 (IC)

    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.

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    Check 1: (1d20+10)[23]
    Check 2: (1d20+10)[20]
    Check 3: (1d20+10)[14]
    My Homebrew
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    Default Re: [4E] Grandpre Academy, Group 2, Part 3 (IC)

    Bolerum

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

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    Default Re: [4E] Grandpre Academy, Group 2, Part 3 (IC)

    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.
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    Default Re: [4E] Grandpre Academy, Group 2, Part 3 (IC)

    Monique turns to work on Ace's rune, hoping that in the worst case scenario, at least one rune will be disabled.

    Spoiler
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    Four Arcana Rolls:
    (1d20+12)[18]
    (1d20+12)[31]
    (1d20+12)[22]
    (1d20+12)[19]


    "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."
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    Default Re: [4E] Grandpre Academy, Group 2, Part 3 (IC)

    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.

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


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



    Players Status
    Spoiler
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    (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 :
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    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)

  23. Top - End - #83
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    Default Re: [4E] Grandpre Academy, Group 2, Part 3 (IC)

    Monique coughs, taken aback by the huge fiery explosion. "Can we just jump over them?" She says weakly.
    Thanks Gigi Digi for the avatar.

  24. Top - End - #84
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    Default Re: [4E] Grandpre Academy, Group 2, Part 3 (IC)

    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.
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  25. Top - End - #85
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    Default Re: [4E] Grandpre Academy, Group 2, Part 3 (IC)

    "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.

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

  26. Top - End - #86
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    Default Re: [4E] Grandpre Academy, Group 2, Part 3 (IC)

    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.

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    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)

  27. Top - End - #87
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    Default Re: [4E] Grandpre Academy, Group 2, Part 3 (IC)

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    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 (1d20+12)[5](17)
    (1d20+12)[5](17)
    (1d20+12)[9](21)
    Let's hope we succeed!!
    Thanks Gigi Digi for the avatar.

  28. Top - End - #88
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    Default Re: [4E] Grandpre Academy, Group 2, Part 3 (IC)

    Ace
    The Vistani takes a few minutes to catch his breath, and then assists Monique with the rune.

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    Spend 2 Surges, putting me @ full

    Aid Another: (1d20+10)[21]
    Aid Another: (1d20+10)[24]
    Aid Another: (1d20+10)[30]
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  29. Top - End - #89
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    Default Re: [4E] Grandpre Academy, Group 2, Part 3 (IC)

    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.

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


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



    Players Status
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    (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 :
    Spoiler
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    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)
    Last edited by Dekkah; 2012-11-13 at 03:00 PM.

  30. Top - End - #90
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    Default Re: [4E] Grandpre Academy, Group 2, Part 3 (IC)

    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.
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