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  1. - Top - End - #151
    Ettin in the Playground
     
    ClericGuy

    Join Date
    Aug 2009
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    Default Re: [4E] Grandpre Academy, Group 2, Part 3 (IC)

    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.
    Spoiler
    Show
    Map of what you see when the prison fade :

    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.


    Spoiler
    Show
    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 : Warden’s 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 can’t 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 isn’t 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 :
    Spoiler
    Show
    Round : 1
    Ace......................: 25
    TG.......................: 24
    SD.......................: 24
    Ashe....................: 15 <--Active Player
    Monique...............: 13
    Bolerum...............: 6


    Monster Status :
    Spoiler
    Show

    (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
    Spoiler
    Show

    (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 isn’t in the zone

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


    Map :
    Spoiler
    Show

    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.
    Last edited by Dekkah; 2012-12-07 at 03:47 PM.

  2. - Top - End - #152
    Ogre in the Playground
     
    AssassinGuy

    Join Date
    Sep 2010
    Location
    Atlantic Stand Time
    Gender
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    Default Re: [4E] Grandpre Academy, Group 2, Part 3 (IC)

    Ashe

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

    Spoiler
    Show
    Standard: Aspect of Might
    (1d20+10)[8](18) 29 (Elven accuracy in OOC)
    Hit: (3d12+7)[12][9][7](35)
    Miss: Half damage
    Effect: UEE +5 to athletics, +2 to speed, +2 to melee damage
    Save: (1d20)[2]


    Ashe's Status:
    Spoiler
    Show
    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
    Last edited by Gillric; 2012-12-06 at 09:40 AM.

  3. - Top - End - #153
    Troll in the Playground
     
    NotScaryBats's Avatar

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

    "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.

    Spoiler
    Show
    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 (1d20+8)[13] vs R
    on hit (2d6+5)[15] Radiant damage and -2 to all attacks Until End of My Next Turn. Choose an ally within 5, (Ashe) that ally makes a Save.
    Thanks Gigi Digi for the avatar.

  4. - Top - End - #154
    Troll in the Playground
    Join Date
    May 2007
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    Male

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

    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.
    Spoiler
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    Minor: Divine Challenge to TG.
    Standard Action: Righteous Smite (d20+11)[16](27) vs AC for (2d10+4)[19] radiant damage and granting himself and allies within 5 squares 6THP.
    Religion (creature knowledge): (d20+6)[22]

  5. - Top - End - #155
    Titan in the Playground
     
    Shadow_Elf's Avatar

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

    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

    Spoiler
    Show
    Attack: (1d20+11)[23] vs. Will
    Hit: (1d10+9)[18] 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.
    Last edited by Shadow_Elf; 2012-12-07 at 11:25 AM.
    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!

  6. - Top - End - #156
    Ettin in the Playground
     
    ClericGuy

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

    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.

    Spoiler
    Show
    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)

    [B]Standard : [/B]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 isn’t 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 isn’t 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 can’t 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 isn’t 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 isn’t 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 :
    Spoiler
    Show
    Round : 2
    Ace......................: 25
    TG.......................: 24
    SD.......................: 24
    Ashe....................: 15 <--Active Player
    Monique...............: 13
    Bolerum...............: 6


    Monster Status :
    Spoiler
    Show

    (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
    Spoiler
    Show

    (C6) Bolerum: 43/53, TEMP HP = 0, Healing surges : 12/12
    Slowed and cannot shift until escape (DC 17) or it isn’t 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 isn’t 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 isn’t in the zone
    Slowed and cannot shift until escape (DC 17) or it isn’t 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 isn’t 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 isn’t in the zone




    Map :
    Spoiler
    Show

    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.
    Last edited by Dekkah; 2012-12-10 at 09:13 AM.

  7. - Top - End - #157
    Ogre in the Playground
     
    AssassinGuy

    Join Date
    Sep 2010
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    Atlantic Stand Time
    Gender
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    Default Re: [4E] Grandpre Academy, Group 2, Part 3 (IC)

    Ashe

    Spoiler
    Show
    Minor: OATH TG
    Move:Stand Up
    Standard: Abjure Undead
    (1d20+6)[1](7) vs Will
    Hit: (4d10+4)[1][5][9][3](22) radiant damage, pull to E6, immobilized UENT
    Miss: Half damage and pull to E6
    Action Point: Oath of Righteous Fury
    (1d20+12)[19](31) or (1d20+12)[10](22) vs AC
    Hit: (3d12+9)[12][9][7](37) damage
    Miss: Half damage
    Save: (1d20)[7]


    Ashe's Status:
    Spoiler
    Show
    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
    Last edited by Gillric; 2012-12-07 at 03:16 PM.

  8. - Top - End - #158
    Troll in the Playground
     
    NotScaryBats's Avatar

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

    Here goes nothing. I just hope its the right nothing...


    Move: Moment of Escape on Ashe, slide to G6
    Standard: Blunder on TG. Provokes :(
    (1d20+9)[12] vs W
    on hit (1d6+7)[10] 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
    Thanks Gigi Digi for the avatar.

  9. - Top - End - #159
    Ettin in the Playground
     
    ClericGuy

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

    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.

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


    Monster Status :
    Spoiler
    Show

    (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 Guardian’s choice within the zone.



    Players Status
    Spoiler
    Show

    (C6) Bolerum: 43/53, TEMP HP = 0, Healing surges : 12/12
    Slowed and cannot shift until escape (DC 17) or it isn’t 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 isn’t 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 isn’t 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 isn’t 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 isn’t in the zone




    Map :
    Spoiler
    Show

    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.
    Last edited by Dekkah; 2012-12-09 at 07:45 PM.

  10. - Top - End - #160
    Troll in the Playground
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    Default Re: [4E] Grandpre Academy, Group 2, Part 3 (IC)

    Bolerum

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

    Spoiler
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    Minor: Stand up
    Move: Convert to Minor; Divine Mettle on Ashe (Immediate Save at +2)
    Standard: Pressing Strike (Shift to C6) and attack TG (d20+11)[3](14) vs AC for (d10+5)[7] (non-Radiant) damage.

  11. - Top - End - #161
    Titan in the Playground
     
    Shadow_Elf's Avatar

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

    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

    Spoiler
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    Attack vs. Minion: (1d20+9)[25] vs. Reflex
    Attack vs. TG: (1d20+9)[26] vs. Reflex
    Damage: (2d8+9)[16] cold damage + slowed
    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!

  12. - Top - End - #162
    Ettin in the Playground
     
    ClericGuy

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

    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.

    Spoiler
    Show
    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)
    [COLOR="orange"]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 can’t 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 isn’t 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 isn’t 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 :
    Spoiler
    Show
    Round : 3
    Ace......................: 25
    TG.......................: 24
    SD.......................: 24
    Ashe....................: 15 <--Active Player
    Monique...............: 13
    Bolerum...............: 6


    Monster Status :
    Spoiler
    Show

    (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 Guardian’s choice within the zone.



    Players Status
    Spoiler
    Show

    (C7) Bolerum: 33/53, TEMP HP = 0, Healing surges : 12/12
    Slowed and cannot shift until escape (DC 17) or it isn’t 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 isn’t 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 isn’t 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 isn’t 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 isn’t 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 isn’t in the zone
    +1 AC UENT (Ace)




    Map :
    Spoiler
    Show

    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.
    Last edited by Dekkah; 2012-12-10 at 11:42 AM.

  13. - Top - End - #163
    Ogre in the Playground
     
    AssassinGuy

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    Sep 2010
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    Atlantic Stand Time
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    Default Re: [4E] Grandpre Academy, Group 2, Part 3 (IC)

    Ashe

    Spoiler
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    Move: to C5
    Standard: Rictus Grin on TG
    (1d20+12)[19](31)
    Hit: (2d12+9)[2][9](20) and UENT any enemy adjacent to me takes -2 to attack rolls
    Save: (1d20)[4]


    Ashe's Status:
    Spoiler
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    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

  14. - Top - End - #164
    Troll in the Playground
     
    NotScaryBats's Avatar

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    Jun 2010
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    Washington State
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    Default Re: [4E] Grandpre Academy, Group 2, Part 3 (IC)

    "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.

    Spoiler
    Show
    Satire of Bravery (1d20+11)[14] with ca vs tg will
    (1d20+9)[25] 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 (2d6+7)[16] psychic dmg and affected by the Satire save ends
    Thanks Gigi Digi for the avatar.

  15. - Top - End - #165
    Ettin in the Playground
     
    ClericGuy

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    Aug 2009
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    Default Re: [4E] Grandpre Academy, Group 2, Part 3 (IC)

    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.

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


    Monster Status :
    Spoiler
    Show

    (-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
    Spoiler
    Show

    (C7) Bolerum: 33/53, TEMP HP = 0, Healing surges : 12/12
    Slowed and cannot shift until escape (DC 17) or it isn’t 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 isn’t 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 isn’t 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 isn’t 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 isn’t in the zone
    +1 AC UENT (Ace)




    Map :
    Spoiler
    Show

    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.
    Last edited by Dekkah; 2012-12-10 at 04:40 PM.

  16. - Top - End - #166
    Troll in the Playground
    Join Date
    May 2007
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    Default Re: [4E] Grandpre Academy, Group 2, Part 3 (IC)

    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.

    Spoiler
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    Minor: Stand.
    Move: Advance to D6.
    Standard: Radiant Delerium (d20+5)[19](24) vs TG Reflex for (3d8+3)[19] 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.

  17. - Top - End - #167
    Ettin in the Playground
     
    ClericGuy

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

    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.

    Spoiler
    Show
    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 doesn’t 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 :
    Spoiler
    Show
    Round : 4
    Ace......................: 25 <--Active Player TG.......................: 24
    SD.......................: 24
    Ashe....................: 15
    Monique...............: 13
    Bolerum...............: 6


    Monster Status :
    Spoiler
    Show

    (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
    Spoiler
    Show

    (D6) Bolerum: 21/53, TEMP HP = 0, Healing surges : 12/12
    Bloodied
    Slowed and cannot shift until escape (DC 17) or it isn’t 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 isn’t 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 isn’t 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 isn’t 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 isn’t in the zone
    +1 AC UENT (Ace)




    Map :
    Spoiler
    Show

    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.
    Last edited by Dekkah; 2012-12-10 at 08:25 PM.

  18. - Top - End - #168
    Titan in the Playground
     
    Shadow_Elf's Avatar

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

    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

    Spoiler
    Show
    Attack: (1d20+9)[17] vs. Fortitude
    Hit: (1d8+9)[11] thunder damage.
    Effect: Shift 1. I will choose which direction when it triggers.
    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!

  19. - Top - End - #169
    Ettin in the Playground
     
    ClericGuy

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

    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.

    Spoiler
    Show
    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 isn’t 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 :
    Spoiler
    Show
    Round : 4
    Ace......................: 25
    Bolerum...............: 6
    TG.......................: 24
    SD.......................: 24 Readied
    Ashe....................: 15
    Monique...............: 13 <--Active Player


    Monster Status :
    Spoiler
    Show

    (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
    Spoiler
    Show

    (D6) Bolerum: 21/53, TEMP HP = 0, Healing surges : 12/12
    Bloodied
    Restrained and cannot shift until escape (DC 17) or it isn’t in the Hellfire Prison zone.
    5 ongoing fire damage and can’t regain hit points or gain temporary hit points (save ends both). This effect ends immediately when the target isn’t 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 isn’t 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 isn’t in the Hellfire Prison zone.
    5 ongoing fire damage and can’t regain hit points or gain temporary hit points (save ends both). This effect ends immediately when the target isn’t in the zone.


    (E6)Ace 22/42, TEMP HP = 1, Healing Surges : 4/6
    Slowed and cannot shift until escape (DC 17) or it isn’t in the Hellfire Prison zone.



    Map :
    Spoiler
    Show

    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.
    Last edited by Dekkah; 2012-12-12 at 01:08 PM.

  20. - Top - End - #170
    Titan in the Playground
     
    Shadow_Elf's Avatar

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

    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

    Spoiler
    Show
    Time to spend my turn making skill checks I am bad at!

    Acrobatics: (1d20+5)[24]
    Heal: (1d20+3)[17]
    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!

  21. - Top - End - #171
    Troll in the Playground
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    Default Re: [4E] Grandpre Academy, Group 2, Part 3 (IC)

    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!"

    Spoiler
    Show
    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 (d20+7)[9](16) Edit: 21 (+1 charge; -5 Run Edit: Roll effectively +5 due to no Run.) vs TG's AC for (d10+5)[15] 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.
    Last edited by Leewei; 2012-12-12 at 01:23 PM.

  22. - Top - End - #172
    Ettin in the Playground
     
    ClericGuy

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

    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.

    Spoiler
    Show
    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 isn’t 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:
    Spoiler
    Show
    Round : 4
    Ace......................: 25
    TG.......................: 24
    Bolerum...............: 6
    Monique...............: 13 (Delay) <--Active Player
    Ashe....................: 15


    Monster Status :
    Spoiler
    Show

    (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
    Spoiler
    Show

    (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 isn’t 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 isn’t in the Hellfire Prison zone.

    (E6)Ace 22/42, TEMP HP = 1, Healing Surges : 4/6




    Map :
    Spoiler
    Show

    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.
    Last edited by Dekkah; 2012-12-14 at 11:13 AM.

  23. - Top - End - #173
    Ettin in the Playground
     
    ClericGuy

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

    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.
    Spoiler
    Show
    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:
    Spoiler
    Show
    Round : 4
    Ace......................: 25
    TG.......................: 24
    Bolerum...............: 6
    Monique...............: 13 [/B]
    Ashe....................: 15 (Delay) [B]<--Active Player


    Monster Status :
    Spoiler
    Show

    (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
    Spoiler
    Show

    (F3) Bolerum: -8/53, TEMP HP = 0, Healing surges : 12/12
    Bloodied
    Prone
    Dying
    Slowed and cannot shift until escape (DC 17) or it isn’t 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 isn’t 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 isn’t in the Hellfire Prison zone.

    (D5)Ace 22/42, TEMP HP = 1, Healing Surges : 4/6




    Map :
    Spoiler
    Show

    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.
    Last edited by Dekkah; 2012-12-13 at 12:17 PM.

  24. - Top - End - #174
    Ogre in the Playground
     
    AssassinGuy

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

    Ashe

    Spoiler
    Show
    Move: Stand up
    Minor: Pick up sword
    Standard: Charge to -B5 and Overwhelming Strike
    (1d20+11)[5](16) or (1d20+11)[7](18) 20 vs AC (reroll in OOC thread)
    Hit: (1d12+9)[11](20) and Ashe shifts to -B4 and slides TG to -B5


    Ashe's Status:
    Spoiler
    Show
    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
    Last edited by Gillric; 2012-12-13 at 02:29 PM.

  25. - Top - End - #175
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    Shadow_Elf's Avatar

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

    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

    Spoiler
    Show
    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.
    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!

  26. - Top - End - #176
    Ettin in the Playground
     
    ClericGuy

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

    DM
    Spoiler
    Show
    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.

  27. - Top - End - #177
    Troll in the Playground
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    Default Re: [4E] Grandpre Academy, Group 2, Part 3 (IC)

    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"

    Spoiler
    Show
    Minor: Stand up (getting a lot of mileage from those boots lately)
    Move: Escape (d20+10)[17] 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.
    Last edited by Leewei; 2012-12-14 at 01:34 PM.

  28. - Top - End - #178
    Ettin in the Playground
     
    ClericGuy

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

    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.

    Spoiler
    Show
    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 isn’t 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:
    Spoiler
    Show
    Round : 5
    Ace......................: 25
    TG.......................: 24
    Bolerum...............: 6
    Monique...............: 13 <--Active Player
    Ashe....................: 15


    Monster Status :
    Spoiler
    Show

    (-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
    Spoiler
    Show

    (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 isn’t 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 :
    Spoiler
    Show

    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.
    Last edited by Dekkah; 2012-12-14 at 12:58 PM.

  29. - Top - End - #179
    Troll in the Playground
     
    NotScaryBats's Avatar

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

    Monique continues to try to escape (1d20+1)[5].
    Thanks Gigi Digi for the avatar.

  30. - Top - End - #180
    Troll in the Playground
     
    NotScaryBats's Avatar

    Join Date
    Jun 2010
    Location
    Washington State
    Gender
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    Default Re: [4E] Grandpre Academy, Group 2, Part 3 (IC)

    Monique continues to try to escape (1d20+1)[12] 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.
    Last edited by NotScaryBats; 2012-12-15 at 11:41 PM.
    Thanks Gigi Digi for the avatar.

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