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  1. - Top - End - #181
    Titan in the Playground
     
    Shadow_Elf's Avatar

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

    Ace
    Seeing Ashe go down, Ace knows he can't save his newest spell for later; it has to get used on this enemy, and quickly. To get into the best position, however, Ace has to try to jump over some of the rubble barring his path, leaping through the prison wall. Once in place, he draws two cards and throws them, each trailing red hearts in its wake.

    Move Action: Try to reach (-A)5. If Athletics fails, end in A4 if Athletics is at least 5. End in C3, turn change required, if Athletics is 4 or less.
    Standard Action: 5D - Hearts & Clubs, @ TG, SD5

    Spoiler
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    Athletics: (1d20+1)[11]

    Attack: (1d20+11)[16] vs. Reflex @ TG (incl. free +2 from Dekkah). -2 (Cover) if Athletics is not at least 10. No attack if Athletics is 4 or less.
    Hit: (3d6+9)[21] radiant damage.
    Effect: On even, +1 AC, on odd, saving throw (not required).

    Attack: (1d20+11)[12] vs. Reflex @ SD5 (incl. free +2 from Dekkah). No attack if Athletics is 4 or less.
    Hit: (3d6+9)[21] radiant damage.

    Effect: If either hits, Ace spends a healing surge and regains 10 HP.
    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!

  2. - Top - End - #182
    Ettin in the Playground
     
    ClericGuy

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

    DM
    Monique strugles against the magical restraints, but doesnt manage to free herself, while Ashe goan a little on the floor.
    Ace rush out of the prison, jumping over rubbles and loose most of Bolerum protection as he goes throught the firewall. His attack lack precision, and both aimed enemies manage to partialy dodge the attacks. Still the tower guardian shierk in pain as the radiant cards hit him.

    Her face contracted in pain and hatred, the guardian summon two more minion using some part of her undead vitality. Sunddenly, the prison around the heroes vanish, releasing Monique.
    "Your lives are mine!"
    A burst of darkness errupt over Ace head and fill most of the tunnels, extending up to the fallen tower. Monique see it coming, but it doesnt reach her and she find herself facing a black wall once again. Bolerum and the unconcious Ashe doesnt manage to ward off the mental intrusion and find themselves aspired by the hellish magic and teleported inside the prison, both feeling quite disoriented. Ace manage to resit it and surf the magic ending outside the opauqe box.

    The keeper teleport in the prison and lower her sword to call upon the grapling tentacles. Both the heroes inside are slowed by the jail magic, as the keeper yell,
    "Drain these intruders my pets, drain them dry!"

    Listening the their master, the shadow teleport around Ashe and Bolerum and attack them. Bolerum manage to dodge one of them, but feels the other cold shadowy weapon sink in. Even though he is standing upon the slippery ground, Bolerum manage to keep his footing against all the attacks. Ashe is quite lucky as one of the monster simply strike an inch beside his unmoving body, while the other sap away some of the protective magic surrounding him.

    Spoiler
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    Monique fail her two escape attempts.
    Monique +2 to all defense ends

    Ashe save VS death (17 done in OOC)

    Ace move out and takes 7 fire and necrotic damages (5 THP left)
    Ace miss both attacks, still deal 10+vulnerability to TG.

    TG
    Start of turn : Recharge roll = 1 (again...) - fail.
    Start of turn : Loose 10 HP, summon 2 minions (A3 and A4)

    Free: Unsummon Hellfire Prison (This release Monique)

    Standard : Hellfire Prison (fire, necrotic, zone) * Recharge when the zone created by this power ends.
    Attack: Area burst 2 within 10 squares centered in A5 (each enemy in burst);
    Effect: The burst creates a zone that lasts until the end of the encounter, the Tower Guardian is destroyed, ends a turn more than 10 squares away from it, or ends it as a free action. The zone blocks line of sight and effect to creatures outside of the zone. Whenever an enemy willingly and fully leaves the zone, or targets a creature outside of the zone, that enemy takes 7 fire and necrotic damage, or ??? if the Tower Guardian is within the zone. An enemy that is moved out of the zone with forced movement, make a saving throw or has the forced movement cancelled and is teleported to a square of the Tower Guardian’s choice within the zone. The Tower Guardian and his duplicated have line of sight to all squares within the zone.
    Attack on Ace (+2 (CA - Trait)) : 14 VS Will (Miss)
    Attack on Ashe (+2 (CA - Trait)) : 18 VS Will (Hit - not that Ashe have -5 to all defenses from unconcious)
    Attack on Bolerum (+2 (CA - Trait)) : 31 VS Will (Hit)
    Hit: The target is teleported to an unoccupied square on solid ground of the Tower Guardian’s choice within the zone and is dazed until the end of the Tower Guardian’s next turn. (Bolerum = C3, Ashe=-B3)
    Miss: The target is teleported to a square of its choice outside of and adjacent to the zone. (Ace = )

    Move : Ward the prison : Teleport to -A5

    Minor : Chains that Bind * At-Will (1/round, cannot be used if Scathing Incarceration have been used this turn)
    Requirement: The Tower Guardian must be within the Hellfire Prison zone.
    Effect: The Hellfire Prison zone makes the following attack:
    Attack: Close burst 2 centered in the Hellfire Prison(each enemy in the burst);
    Attack on Ashe (+2 (CA - Trait)) : 22 VS Reflex (Hit)
    Attack on Bolerum (+2 (CA - Trait)) : 20 VS Reflex (Hit)
    Hit: The target is slowed and cannot shift until escape (DC 17) or it 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.

    Being hit force a save for Bolerum VS prone, 15 = saved.

    SD 1 :
    Move : Ward the prison : teleport to B4
    Standard : Draining Blade on Bolerum (+2 (CA- Trait)), 17 VS AC (Miss)

    SD 2 :
    Standard : Draining Blade on Ashe (+2 (CA- Trait)), 15 VS AC (Miss - that is a 1)

    SD 3 :
    Move : Ward the prison : teleport to C4
    Standard : Draining Blade on Bolerum (+2 (CA- Trait)), 27 VS AC, 5 Necrotic damages and Tg regain 5 HP

    Being hit force a save for Bolerum VS prone, 19 = saved.

    SD 5 :
    Move : Ward the prison : teleport to -A3
    Standard : Draining Blade on Ashe (+2 (CA- Trait)), 31 VS AC, 5 Necrotic damages and Tg regain 5 HP

    It is Bolerums turn (remember that you are Dazed / Slowed/ No shift... which saddly invalidate the movement from Pressing strike)

    NOTE : I still need to know where Shadow wanted to be Teleported to (see occ for details)

    NOTE 2 : The sword drawings on the map is Ashe weapon.


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


    Monster Status :
    Spoiler
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    (-A5) - TG : BLOODIED, Oath of enmity (Ashe)
    (B3/F7), Hellfire Prison, Zone (Orange) : The zone blocks line of sight and effect to creatures outside of the zone. Whenever an enemy willingly and fully leaves the zone, or targets a creature outside of the zone, that enemy takes 7 fire and necrotic damages, or ?????((more)) if TG is within the zone. An enemy that is moved out of the zone with forced movement, make a saving throw or has the forced movement cancelled and is teleported to a square of TG choice within the zone.


    Players Status
    Spoiler
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    (C3) Bolerum: 33/53, TEMP HP = 0, Healing surges : 9/12
    +2 All defense USNT (Bolerum)
    Dazed UENT (TG)
    The target is slowed and cannot shift until escape (DC 17) or it isn’t in the Hellfire Prison zone.

    (D7) Monique : 19/44, TEMP HP = 12 , Healing surges : 7/8
    Bloodied

    (-B3) Ashe : -1/49, TEMP HP = 7, Healing Surges : 6/7
    Bloodied
    Prone
    Dying
    Death Saved failed = 1
    Dazed UENT (TG)
    The target is slowed and cannot shift until escape (DC 17) or it isn’t in the Hellfire Prison zone.

    (??)Ace 22/42, TEMP HP = 5, 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.

  3. - Top - End - #183
    Troll in the Playground
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    Default Re: [4E] Grandpre Academy, Group 2, Part 3 (IC)

    Bolerum

    Whirling Greenbane and sliding past the shadows, Bolerum brings the greatsword slamming at one of the minions in a gambit to reach his fallen friend.

    Spoiler
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    Standard: Pressing Strike (shift B3->A4) Valiant Strike, attack SD5 (d20+11)[8](19) vs AC (damage roll immaterial against minions).
    Move: If SD5 is destroyed, shift to -A3; otherwise, ready a Healing Potion.
    Minor: Lay on Hands to Ashe; if not adjacent to Ashe, Divine Challenge to TG.
    Last edited by Leewei; 2012-12-17 at 01:34 PM.

  4. - Top - End - #184
    Troll in the Playground
     
    NotScaryBats's Avatar

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

    Digging deeper into her reserves, Monique, now free from her bonds, rushes back into the fight.

    Spoiler
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    Wish iI could wow you all, but only gonna do this...
    move walk to g4, provoking
    minor, majestic word on Ashe, but no slide since that went so poorly last time
    standard stirring shout on tg
    (1d20+9)[20] vs W (I'm not including cover or ca if iI have any of those
    on hit (2d6+7)[14] psychic dmg and until end of encounter, allies who hit tg will regain 4 hp. (my cha mod)
    I'm afb, so can't confirm but I'm pretty sure the healing is not an effect, so if iI miss, it whiff completely. I think.
    Thanks Gigi Digi for the avatar.

  5. - Top - End - #185
    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 quickly glances at their opponent's hoard, but finds little of immediate use therein, so he ignores it for the time being. Ace enters the prison, bringing him right up face-to-face with the jailor. Alright, hon, y'all need t'stop screamin' like that. We git it, y'all want us dead. Haveta say, feelin's mutual. He energizes and tosses a card at her.

    Minor Action: Perception/Arcana/History
    Move Action: To (-B)6
    Standard Action: 1A - Wild Card @ TG

    Spoiler
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    Attack Roll @ TG: (1d20+9)[12] vs. Will
    Hit: (1d10+9)[19] psychic damage and Ace heals 4 HP. On even, bounce.
    Effect: On even, +1 AC.

    @SD2: (1d20+9)[26] vs. Will
    Hit: Dead. On even, bounce.

    @SD5: (1d20+9)[14] vs. Will
    Hit: Dead. On even, bounce.

    @SD3: (1d20+9)[14] vs. Will
    Hit: Dead.
    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 - #186
    Ettin in the Playground
     
    ClericGuy

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

    DM
    Monique step back into the prison, rushing past one of the shadow who strike at her and steal some of her lifeforce for its master. Using her voice, she wake up Ashe from his unconciousness and launch a magical attack onto the Keeper. The magic hit and affect the creature, leaving a magical aura surrounding it.

    Ashe who just woke up, unarmed, dizzy and on the ground take a defensive stance to retake his breath.

    Meanwhile, Ace move into the hellfire prison and send one of his cards. As it hits the monster, the magic dissipate. Grinning, the creature look at the vistasini and tells him.
    "What a pathetic magic trick, let me show you what true power is."
    Two more shadow appears, and the creature gaze upon the bard,
    "You wont rise up your allies anymore girl."
    The creature gaze lock with monique for a second and she feel the intrusion too late to resist it and find herself teleported beside the monster.

    An other dozen restraining tendril errupt from the walls and try to graps every heroes. Ashe is the only one who manage to defend himself against them, giving an opportunity for Monique to slide him out of the prison, but as before, the firewall react and Ashe is teleported back inside where he was a second before. Bolerum is nearly mummified by the tentacles loosing his balance and falling prone as they drag him into the rubbles, out of sight of Ace and Monique.

    The tower guardian swing her weapon at the two heroes in front of her, hitting them both draining even move vitality from them. The prison at their back burst into flamme, setting them on dark fire again, while Bolerum and Ashe finaly regain their senses a little.

    Three of the shadows teleport by Bolerum to gang up on him and take advantage of his precarious situation. Still, the hevealy paladin manage to deflect two of the three attacks. The two remaining ones move onto Ashe and try to finish him, but the elf, now more vigorous and battle ready, manage to dodge on of them, leaving him pretty much unarmed.

    Spoiler
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    Monique move to B4 and provoke an OA (22 VS AC, 5 necrotic damages and heal Tg 5 HP)
    Monique heal AShe (spend a surge +4) (16 HP)
    Monique hit TG and Allies who hit Tg gain 4 HP (UEE)

    Ashe Second wind (regain 12 HP +2 all defenses)

    ACe attack miss

    TG :

    Start of turn : Try to recharge Scathing Incineration (4 = Fail)

    Start of turn : Summon two Shadow, loose 10 HP (A4, -B7)

    Minor : Imprison on Monique, 26 VS Will, Teleport Monique to -B5

    Minor : Chains that Bind * At-Will (1/round, cannot be used if Scathing Incarceration have been used this turn)
    Requirement: The Tower Guardian must be within the Hellfire Prison zone.
    Effect: The Hellfire Prison zone makes the following attack:
    Attack: Close burst 2 centered in the Hellfire Prison(each enemy in the burst);
    Attack on Ace (+2 (CA -Trait)): 18 VS Reflex (Hit)
    Attack on Ashe (+2 (CA -Trait)): 16 VS Reflex (Miss)
    Monique try to slide Ashe out of the zone to -B2, require a save from Ashe (4 = Failed, teleported back into -B3)
    Attack on Bolerum (+2 (CA -Trait)): 19 VS Reflex (Hit)
    This force a save VS prone for Bolerum (1 = Failed)
    Attack on Monique (+2 (CA -Trait)): 23 VS Reflex (Hit)

    Hit: The target is slowed and cannot shift until escape (DC 17) or it 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.
    (Bolerum is Slid to C6)

    Standard : Wide Slash; * At-will
    Make up to two Banishing Blade attacks. Must target different targets.

    Banishing Blade on Ace (+2 (CA Trait)) : 19 VS AC, 12 necrotic damages, teleport forfeited, Ace is targeted by Scathing incineration.

    Secondaray attack on Ace (+2 (CA- Trait)) : 16 VS Fort, The target takes 5 ongoing fire damage and 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 Monique (+2 (CA Trait)) : 26 VS AC, 11 necrotic damages, teleport forfeited, Monique is targeted by Scathing incineration.

    Secondaray attack on Monique (+2 (CA- Trait)) : 33 VS Fort, The target takes 5 ongoing fire damage and 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.

    End of turn : DAze ends on Bolerum and Ashe

    SD 3 :
    Move : Ward the prison : Teleport to C5
    Standard : Draining Blade on Bolerum (+2 (CA - Restrained)), 15 VS AC (miss)

    SD 4 :
    Move : Ward the prison : Teleport to B6
    Standard : Draining Blade on Bolerum (+2 (CA - Restrained)), 18 VS AC (miss)

    SD 5 :
    Move : Ward the prison : Teleport to B5
    Standard : Draining Blade on Bolerum (+2 (CA - Restrained)), 27 VS AC, 5 Necrotic damages and TG regain 5 HP

    SD 1 :
    Move : Ward the prison : Teleport to -A3
    Standard : Draining Blade on Ashe (+2 (CA - Prone)), 18 VS AC (miss)

    SD 2 :
    Standard : Draining Blade on Ashe (+2 (CA - Prone)), 27 VS AC, 5 Necrotic damages and TG regain 5 HP

    It is bolerum's turn (Remember that you are restrained (cannot move and -2 to attacks) and Prone)



    Initiative:
    Spoiler
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    Round : 7
    Ace......................: 25
    TG.......................: 24
    Bolerum...............: 6 <--Active Player
    Monique...............: 13
    Ashe....................: 15


    Monster Status :
    Spoiler
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    (-A5) - TG : BLOODIED, Oath of enmity (Ashe), Allies who hit Tg gain 4 HP (UEE)
    (-B3/C7), Hellfire Prison, Zone (Orange) : The zone blocks line of sight and effect to creatures outside of the zone. Whenever an enemy willingly and fully leaves the zone, or targets a creature outside of the zone, that enemy takes 7 fire and necrotic damages, or ?????((more)) if TG is within the zone. An enemy that is moved out of the zone with forced movement, make a saving throw or has the forced movement cancelled and is teleported to a square of TG choice within the zone.


    Players Status
    Spoiler
    Show

    (C6) Bolerum: 28/53, TEMP HP = 0, Healing surges : 9/12
    The target is restrained and cannot shift until escape (DC 17) or it isn’t in the Hellfire Prison zone.
    Prone

    (-B5) Monique : 15/44, TEMP HP = 0 , Healing surges : 7/8
    Bloodied
    The target is slowed and cannot shift until escape (DC 17) or it 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).

    (-B3) Ashe : 28/49, TEMP HP = 2, Healing Surges : 4/7
    Prone
    Death Saved failed = 1
    The target is slowed and cannot shift until escape (DC 17) or it isn’t in the Hellfire Prison zone.
    +2 All defenses USNT (Ashe)

    (-B6)Ace 15/42, TEMP HP = 0, Healing Surges : 4/6
    Bloodied
    The target is slowed and cannot shift until escape (DC 17) or it 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).



    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; 2012-12-19 at 07:21 AM.

  7. - Top - End - #187
    Troll in the Playground
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    Default Re: [4E] Grandpre Academy, Group 2, Part 3 (IC)

    Bolerum

    "Gilroy, I hope you're watching us clean out your city's chamberpot."

    Straining mightily against the shadows, the paladin lunges out at the cursed guardian.

    Spoiler
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    Minor: Stand/
    Move: Escape (d20+10)[11]
    Standard: If successful, Pressing Strike (shift to A4) vs TG AC with CA from flank. (+13 to the attack)
    If unsuccessful, Valiant Strike against SD5. (+14 to the attack)
    (d20+13)[20](33) (+1 more if vs SD5) for (d10+5)[9] damage.

    Edit: Damn it all. Wasted crit on a minion!
    Last edited by Leewei; 2012-12-18 at 11:23 AM.

  8. - Top - End - #188
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    Shadow_Elf's Avatar

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

    Ace
    Seeing that Monique and Ashe are hoping for Ace to make an opening, Ace takes the queue and tosses another card point blank at the keeper.

    Standard Action: 1A - Wild Card @ TG

    Spoiler
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    Attack: (1d20+9)[21] vs. Will
    Hit: (1d10+9)[18] psychic damage. On even, bounce. On odd & save, regain 4 HP.
    Effect: On even, +1 AC. On odd, Save: (1d20)[12]

    Bounce vs. SD2: (1d20+9)[11] vs. Will
    Hit: Dead. On even, bounce.

    Bounce vs. SD1: (1d20+9)[24] vs. Will
    Hit: Dead. On even, bounce.

    Bounce vs. SD3: (1d20+9)[11] vs. Will
    Hit: Dead. On even, bounce.

    Bounce vs. SD4: (1d20+9)[22] vs. Will
    Hit: Dead.
    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!

  9. - Top - End - #189
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    NotScaryBats's Avatar

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

    "Okay, hang on a sec Ashe, I think I got this.. ".

    Spoiler
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    move use boots' daily power to go invisible, then move my speed, moving to - b7
    standard nightmare eruption on sd2
    (1d20+9)[16] vs W
    on hit, dead, and 5 dmg to all adj enemies
    Thanks Gigi Digi for the avatar.

  10. - Top - End - #190
    Ogre in the Playground
     
    AssassinGuy

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

    Ashe

    Spoiler
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    Move: Stand Up
    Minor: Draw dagger
    Standard: Overwhelming strike on SD2
    (1d20+9)[16](25)


    Ashe's Status:
    Spoiler
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    HP 28/49 Bloodied 24 Healing Surge 12 (3 used /7)
    AC 21 Fort 14 Reflex 18 Will 18 Speed 7(9)

    THP 2

    EFFECTS

    ENCOUNTERS SINCE LAST EXTENDED REST 0

    OATH TARGET TG

    ACTION POINTS 0

    At-Will Powers
    Bond of Pursuit
    Overwhelming Strike


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


    Action Point
    Second Wind


    Daily Powers
    Aspect of Might
    Oath of Righteous Fury

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


    AMMO
    Arrows: 45

  11. - Top - End - #191
    Ettin in the Playground
     
    ClericGuy

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

    DM
    Bolerum unable to free himself this time, strike at the minion in frustration and the monster explode as Greenbane slice throught it. Bolerum's words seem to stun the monster for a few seconds, who stop yell and moving.

    Ace, unaffected by the fire, manage to take advantage of the monster distraction and his magic hit it hard and guide his magic onto one of the minion who resist the magic. The heavyly battered monster doesnt seem to register the hit, looking blankly ahead. Ace try to struggle out of the grab, but cannot manage to escape it.

    Monique turn invisble and manage to move out of reach of the monster to use her magic onto one of the shadow. It seem to have no effect on the creature.

    Ashe rising to his feet strike quickly with hs dagger destroying one of the shadow in front fo him.

    The keeper suddenly snap out of her stupor andher face turn into madness, her ire evident. She teleport in front of Bolerum as two more shadow appear and yell, anger in her voice,
    You .. dare .. speak .. of ..him? You have no right! DIE!

    The zone burst in more tendrils, grasping everyone and pulling Ashe by the tower guardian. She strike quickly both at Bolerum and Ashe cutting deeply and drawing blood on both strike and setting them on fire.

    Many shadows gang up on Bolerum, while two others retrain and keep occupied the other heroes. Only the ones fighting Bolerum find their marks, but Bolerum use his years of though training and his harded constitution simple block the energy drain, leaving unhurt and preventing the craeture to provide dark energy to their masters. The Keeper doesnt seem to even notice so complete is her rage and focused on her new task at hand, to kill Bolerum.

    Spoiler
    Show
    Bolerum fail to free himself
    Bolerum hit and kill SD5

    Ace take 5 fire damage (reduce by armor)
    Ace hit Tg and bounce on minion (miss)
    Ace fail to escape.
    Ace fail his save vs ongoing (done in ooc = 7)

    Monique take 5 ongoing fire damage
    Monique miss her attack
    Monique fail her save vs ongoing fire (ooc = 7)

    Ashe hit and kill SD2



    TG :

    Start of turn : Try to recharge Scathing Incineration (1 = Fail)

    Start of turn : Summon two Shadow, loose 10 HP (A3, C4)

    Minor : Ward the prison, teleport to B5

    Minor : Chains that Bind * At-Will (1/round, cannot be used if Scathing Incarceration have been used this turn)
    Requirement: The Tower Guardian must be within the Hellfire Prison zone.
    Effect: The Hellfire Prison zone makes the following attack:
    Attack: Close burst 2 centered in the Hellfire Prison(each enemy in the burst);
    Attack on Ace (+2 (CA -Trait)): 32 VS Reflex (Hit)
    Attack on Ashe (+2 (CA -Trait)): 33 VS Reflex (Hit)
    Attack on Bolerum (+2 (CA -Trait)): 22 VS Reflex (Hit)
    Attack on Monique (+2 (CA -Trait)): 28 VS Reflex (Hit)

    Hit: The target is slowed and cannot shift until escape (DC 17) or it 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.
    (Ashe is Slid to A4, forfeit other slide)

    Standard : Wide Slash; * At-will
    Make up to two Banishing Blade attacks. Must target different targets.

    Banishing Blade on Bolerum (+2 (CA Trait)) : 28 VS AC, 14 necrotic damages, teleport forfeited, Bolerum is targeted by Scathing incineration.

    Secondaray attack on Bolerum (+2 (CA- Trait)) : 30 VS Fort , The target takes 5 ongoing fire damage and 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 Ashe (+2 (CA Trait)) : 34 VS AC (Crit... you sure are unlucky), 18 necrotic damages, teleport forfeited, Ashe is targeted by Scathing incineration.

    Secondaray attack on Ashe (+2 (CA- Trait)) : 32 VS Fort, The target takes 5 ongoing fire damage and 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.

    SD 1 :
    Standard : Draining Blade on Ashe (+2 (CA - Restrained)), 19 VS AC, (Miss)

    SD 2 :
    Move : Ward the prison : Teleport to -B5
    Standard : Draining Blade on Ace (+2 (CA - Restrained)), 15 VS AC , (Miss)

    SD 3 :
    Standard : Draining Blade on Bolerum (+2 (CA - Restrained)), 24 VS AC (This trigger Bolerum Immediate action : Endure pain : resist 7 all damages), 5 Necrotic damages and TG regain 5 HP ( Since endure pain negate the damage, he doesnt regain HP)

    SD 4 :
    Standard : Draining Blade on Bolerum (+2 (CA - Restrained)), 28 VS AC, 5 Necrotic damages and TG regain 5 HP ( Since endure pain negate the damage, he doesnt regain HP)

    SD 5 :
    Move : Ward the prison : Teleport to B7
    Standard : Draining Blade on Bolerum (+2 (CA - Restrained)), 32 VS AC, 5 Necrotic damages and TG regain 5 HP ( Since endure pain negate the damage, he doesnt regain HP)

    It is Bolerum's turn (Remember that you are restrained (cannot move and -2 to attacks) and take 5 ongoing fire/no heal - the ongoing is negated though.)


    Initiative:
    Spoiler
    Show
    Round : 8
    TG.......................: 24
    Bolerum...............: 6 <--Active Player
    Ace......................: 25
    Monique...............: 13
    Ashe....................: 15


    Monster Status :
    Spoiler
    Show

    (B5) - TG : BLOODIED, Oath of enmity (Ashe), Allies who hit Tg gain 4 HP (UEE)
    (-B3/C7), Hellfire Prison, Zone (Orange) : The zone blocks line of sight and effect to creatures outside of the zone. Whenever an enemy willingly and fully leaves the zone, or targets a creature outside of the zone, that enemy takes 7 fire and necrotic damages, or ?????((more)) if TG is within the zone. An enemy that is moved out of the zone with forced movement, make a saving throw or has the forced movement cancelled and is teleported to a square of TG choice within the zone.


    Players Status
    Spoiler
    Show

    (C6) Bolerum: 14/53, TEMP HP = 0, Healing surges : 9/12
    Bloodied
    The target is restrained and cannot shift until escape (DC 17) or it 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).

    (-B7) Monique : 10/44, TEMP HP = 0 , Healing surges : 7/8
    Bloodied
    The target is Restrained and cannot shift until escape (DC 17) or it 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).

    (A4) Ashe : 12/49, TEMP HP = , Healing Surges : 4/7
    Death Saved failed = 1
    Bloodied
    The target is Restrained and cannot shift until escape (DC 17) or it 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).


    (-B6)Ace 15/42, TEMP HP = 0, Healing Surges : 4/6
    Bloodied
    The target is Restrained and cannot shift until escape (DC 17) or it 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).



    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; 2012-12-19 at 12:21 PM.

  12. - Top - End - #192
    Troll in the Playground
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    Default Re: [4E] Grandpre Academy, Group 2, Part 3 (IC)

    Bolerum

    "You mire yourself in Hell's burning filth and I have no right to speak of him? Fiend, you'll die by his blade."

    Spoiler
    Show
    Move: Break free (d20+10)[20] vs DC17. If successful, jump back to D6 while shifting (auto success).
    Minor: If restrained: Divine Challenge to TG. Otherwise, Lay Hands on self for 14hp.
    Standard: Holy Strike (d20+11)[16](27) (+2 more if unrestrained) vs AC with CA for (d10+5)[11] radiant damage. If unrestrained, instead use Pressing Strike to shift onto C6. Same roll as earlier, but damage is non-radiant.

    Edit: Woohoo! Not a bad round. Note: Resist All negates zone damage. Leaving the zone ends the ongoing damage and no heal effect.
    Last edited by Leewei; 2012-12-19 at 12:00 PM.

  13. - Top - End - #193
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    ClericGuy

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

    DM
    Bolerum use all his strenght to break free of the grappling tendrils and jump back out of the zone. As he move out, the zone burst in fire, stronger than he expected and get badly burned, nearly loosing conciousness, but manage to use his paladin divine healing to keep himself up. Knowing that their fate rest on his shoulder, he bravely rush back in and sink Gtreenbane deep into undead flesh triggering Monique magic curing him a little. The monster doesnt even cry out and still look madly at Bolerum with an assassin stare, but Ashe and Bolerum can see the monster tremble a little and his dark magic flicker a little inside the many open cuts.

    Spoiler
    Show
    Bolerum take 5 fire damage (reduce to 0)
    Bolerum Free himself and move out of the zone (take 20 fire/necrotic damage... reduced by 7.... 1/53HP)

    Bolerum lay on hand himself for 14 = 15/53HP

    Bolerum move back in and hit TG for 11 Damages. (Bolerum regain 4 HP)

    It is Ace turn (5 ongoing fire/no heal, restrained, and have no direct line of sight anf effect)

    Initiative:
    Spoiler
    Show
    Round : 8
    TG.......................: 24
    Bolerum...............: 6
    Ace......................: 25 <--Active Player
    Monique...............: 13
    Ashe....................: 15


    Monster Status :
    Spoiler
    Show

    (B5) - TG : BLOODIED, Oath of enmity (Ashe), Allies who hit Tg gain 4 HP (UEE)
    (-B3/C7), Hellfire Prison, Zone (Orange) : The zone blocks line of sight and effect to creatures outside of the zone. Whenever an enemy willingly and fully leaves the zone, or targets a creature outside of the zone, that enemy takes 7 fire and necrotic damages, or 20 if TG is within the zone. An enemy that is moved out of the zone with forced movement, make a saving throw or has the forced movement cancelled and is teleported to a square of TG choice within the zone.


    Players Status
    Spoiler
    Show

    (C6) Bolerum: 19/53, TEMP HP = 0, Healing surges : 8/12
    Bloodied

    (-B7) Monique : 10/44, TEMP HP = 0 , Healing surges : 7/8
    Bloodied
    The target is Restrained and cannot shift until escape (DC 17) or it 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).

    (A4) Ashe : 12/49, TEMP HP = , Healing Surges : 4/7
    Death Saved failed = 1
    Bloodied
    The target is Restrained and cannot shift until escape (DC 17) or it 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).


    (-B6)Ace 15/42, TEMP HP = 0, Healing Surges : 4/6
    Bloodied
    The target is Restrained and cannot shift until escape (DC 17) or it 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).



    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; 2012-12-19 at 01:00 PM.

  14. - Top - End - #194
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    Shadow_Elf's Avatar

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

    Ace
    Though he knows banking a shot through the minions would be a cleaner angle, Ace figures the strongest shot ought to be aimed at their biggest threat, despite the blocking terrain. He draws a card from his deck and kisses it. Lady Luck above... now would be a great time t'give me the pull... he mutters, before tossing the card at the jailor.

    Standard Action: 1A - Wild Card @ TG, /w Cover
    Move Action: Escape Attempt (1d20+5)[20]

    Spoiler
    Show
    Attack: (1d20+7)[13] vs. Will
    Hit: (1d10+9)[15] psychic damage. On even, bounce.
    Effect: On even, +1 AC. On odd, saving throw: (1d20)[10]

    Will roll bounces if they come up... no time right this moment.
    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!

  15. - Top - End - #195
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    NotScaryBats's Avatar

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

    unable to effect the main threat, Monique attacks a minion.

    Spoiler
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    standard (1d20+9)[23] vs w
    on hit kill iI guess ill use staggering note
    minor search the treasure pile?
    Thanks Gigi Digi for the avatar.

  16. - Top - End - #196
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    AssassinGuy

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

    Ashe

    Spoiler
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    Move: Escape - (1d20+13)[8](21)
    Standard: Ready Sequestering Strike for when I'm not on fire and pray I actually save
    Save: (1d20)[15]

  17. - Top - End - #197
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    AssassinGuy

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

    Ashe

    Spoiler
    Show
    Squestering Strike
    (1d20+11)[19](30) vs AC
    hit: (2d4+9)[2][1](12) and teleport TG to B3 and then Ashe to C3


    Ashe's Status:
    Spoiler
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    HP 11/49 Bloodied 24 Healing Surge 12 (3 used /7)
    AC 21 Fort 14 Reflex 18 Will 18 Speed 7(9)

    THP 0

    EFFECTS

    ENCOUNTERS SINCE LAST EXTENDED REST 0

    OATH TARGET TG

    ACTION POINTS 0

    At-Will Powers
    Bond of Pursuit
    Overwhelming Strike


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


    Action Point
    Second Wind


    Daily Powers
    Aspect of Might
    Oath of Righteous Fury

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


    AMMO
    Arrows: 45
    Last edited by Gillric; 2012-12-19 at 07:15 PM.

  18. - Top - End - #198
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    ClericGuy

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

    DM
    The fire on Ace keep burning but is completly negated by his armor magical protection. Ace manage to slip out of the tendrils and try to lauch a chaos bolt at the undead woman, but the magic hit the wall between them both. Seeing Ashe weapon close by, the elf use his feets to kick it toward the elf. The fire finaly stop on the sorcerer, doused by the man efforts.

    Monique doesnt have Ace armor and her flesh burns making her wince in extreme pain. Still restrained, she shoot at the only clear target she have, one of the minions. Her aim is true and she destroy it and take a peek at the treasure for something that could help the heroes. As much as she try, she doesnt manage to put out the fire from herself.

    Ashe use his agility to slip out of his bad predicament and free himself. Seeing his weapon slide toward him, he lower himself to pick it off. Readying himself for an attack, the elf mind work furiously to counter the fire. As he win his mind battle, he lunge at the monster. His blade impale itself into the keeper and they both get teleported against the wall with the elf magic. As they appear, the monster head tilt backward and she yell in outrage for a second then black energy errupt from her mouth and fire errupt from her burning eye sockets.

    All the minions explode in a puff of smoke and the fire wall suddenly dissapear. In a single second, all the heroes are free from the tendrils and fire, but everyone note that Ashe isnt moving anymore. The avenger and the monster are staying upright only because Ashe is impaled onto a long spike coming out of the monster belt, keeping them up. But after two seconds, the spike retract into the belt and both the undead and elf fall to the ground, one quite dead, the other soon to join him.

    Spoiler
    Show
    Ace break free of Restrained
    Ace miss TG
    Ace slide Ashe weapon
    Ace sace VS fire

    Moonique take 5 fire damages
    Monique manage to hit SD2 and kill it.
    Monique fail her save VS fire

    Ashe take 5 fire damage
    Ashe Break free of the restrained.
    Ashe pick up his fullblade
    Ashe save VS fire.
    Ashe Strike at TG (teleport you both)and kill it (trigger an action)t.

    TG :
    No action : Power Daily (No Action)
    Use this power when you would be reduced to 0 hit points by an attack. The attacker takes the same amount of damage that you took from that attack. (Ashe takes 12 Damage and fall unconcious)


    congrat, you've won
    This was worth 400 XP.... so you are at 7100 XP total now.

    Ashe should roll a death saving Throw (but it isnt imperative if he is healed right after).

    I assume that the potion in Ace hand will be used, or you can try to roll heal to stabilise him. and hope for the best

    Time for some roleplay lol.


    Players Status
    Spoiler
    Show

    (C6) Bolerum: 19/53, TEMP HP = 0, Healing surges : 8/12
    Bloodied

    (-B7) Monique : 5/44, TEMP HP = 0 , Healing surges : 7/8
    Bloodied


    (A4) Ashe : -5/49, TEMP HP = , Healing Surges : 4/7
    Death Saved failed = 1
    Bloodied
    Dying


    (-B6)Ace 15/42, TEMP HP = 0, Healing Surges : 4/6
    Bloodied



    Map :
    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; 2012-12-19 at 08:16 PM.

  19. - Top - End - #199
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    Default Re: [4E] Grandpre Academy, Group 2, Part 3 (IC)

    Ace
    As Ashe picks up his proper weapon after Ace kicks it to him and impales the keeper, Ace lets out a whoop of delight. But then he realizes that the elf is not moving. With a gasp, the sorcerer rushes forward, potion in hand, and pours the contents down the elf's throat. Ye've killed the bitch, Ashe. Now wake up, so we can enjoy our win proper-like.
    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!

  20. - Top - End - #200
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    Default Re: [4E] Grandpre Academy, Group 2, Part 3 (IC)

    Monique closes her eyes for a moment, glad the Battle is over, but feeling quite depleted. "That was a hard fight, and I used up all my highest dweomers. I, uh, wanna lie down..."
    Thanks Gigi Digi for the avatar.

  21. - Top - End - #201
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    Default Re: [4E] Grandpre Academy, Group 2, Part 3 (IC)

    Ace
    Agreed, hon. Though we should sort through the enemy's gear while we rest an' take a look-see through that there pile o' goodies. Might be some stuff in here that'll help us some with our explorin'.
    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!

  22. - Top - End - #202
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    AssassinGuy

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

    Ashe

    Ashe staggers to his feet and quickly checks his gear. Seeing that all of his equipment is looked after, he begins to move about the room to see what there was to be gained. After checking everything, he slumps to the ground. I would prefer to avoid a repeat of that... and quickly passes out.

    Spoiler
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    OK, search the area, then extended rest.

  23. - Top - End - #203
    Ettin in the Playground
     
    ClericGuy

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

    DM
    The exausted and severely injured and burned heroes start to search the keeper corpse and his treasure.

    On the keeper the find four items still in excellent shape, a sure indicator of them being magical : The helm, robe, belt and cloak.

    The treasure is quite large. There is a bit of money and gems, but also many various items. Many are old and in good to decent shape and sure would be worth money to someone who like to collect old and historycal stuff, while some other are in too bad shape or mundane stuff, some looking quite recent, surely acquired by the monster defeated by the keeper. Among the pile, the heroes spot a few magical items : A old longsword in a decorated scabbard, a white banner with some symbols, a perfetly preserved ancient lute, a small die marked with weird symbols instead of numbers, a bedroll and three potions.


    Spoiler
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    Ok, I guess I will move thing a little forward and give you the treasure

    You can take a short rest (nothing will disturb you now... I am not that devious

    Identifing it all would take 15 minutes (1 Item per character per short rest... so 3 short rest needed)

    You can roleplay and tell me how many surge you spend and how (Bolerum will suspect what the banner is and identify it first, so you can benefit from it when spending your surges).

    What do you do/plan to do?

    Ashe suggest an extended rest. Do you want to do that there?


    Treasure on the Keeper:
    Resplendent Cloak
    Spoiler
    Show
    Level 8+ Uncommon
    This richly colored cloak shields you and your allies from powers that affect the mind.
    Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
    Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
    Lvl 18 +4 85,000 gp
    Neck Slot
    Enhancement Bonus: Fortitude, Reflex, and Will
    Property
    You and each ally within 10 squares of you gain a +2 bonus to Will against charm, fear, and illusion attacks.


    Belt of Sonnlinor Righteousness
    Spoiler
    Show
    Level 6+ Uncommon
    This iron-plated belt was first crafted by the Sonnlinor to protect against the underhanded tactics of goblins and giants.
    Lvl 6 1,800 gp Lvl 26 1,125,000 gp
    Lvl 16 45,000 gp
    Waist Slot
    Property
    You gain resist 10 to all damage when you have 0 hit points or fewer.
    Level 16: Resist 20 to all damage
    Level 26: Resist 30 to all damage
    Power Daily (No Action)
    Use this power when you would be reduced to 0 hit points by an attack. The attacker takes the same amount of damage that you took from that attack.


    Helm of Battle
    Spoiler
    Show
    Level 9+ Common
    This simple helmet enhances the initiative of you and your allies.
    Lvl 9 4,200 gp Lvl 29 2,625,000 gp
    Lvl 19 105,000 gp
    Head Slot
    Property
    You and each ally within 5 squares of you gain a +1 item bonus to initiative checks.
    Level 19: Gain a +2 item bonus to initiative checks
    Level 29: Gain a +3 item bonus to initiative checks


    Sanguine Vestments +2
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    Level 2 Uncommon
    The blood of wounded enemies only strengthens this deep red garment.
    Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp
    Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
    Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
    Armor: Cloth
    Enhancement Bonus: AC
    Property
    You gain a +1 bonus to all defenses while your oath of enmity target is bloodied.


    Pile of treasure :

    Mac-Fuirmidh Cittern
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    Level 5 Uncommon
    The music of this magic lute lingers in the mind, providing vigor long after its tones have ceased.
    Lvl 5 +1 1,000 gp
    Wondrous Item
    Enhancement Bonus: attack rolls and damage rolls
    Property
    Bards can use this item as an implement for bard powers and bard paragon path powers. As an implement, it grants a +1 enhancement bonus to attack rolls and damage rolls, and it deals 1d6 extra damage on a critical hit.
    Power (Healing) Daily (Standard Action)
    Use this power during a short rest. At the end of the short rest, choose yourself or an ally who remained within 20 squares of you during the rest. Until the end of that character's next short rest or extended rest, he or she regains an additional 2 hit points when spending a healing surge.
    Song of Rest: The additional hit points equal 4.


    Vagabond's Die
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    Level 8 Uncommon
    This die is well used—the images on its faces are almost worn away.
    Wondrous Item 3,400 gp
    Power (Varies) Daily (Minor Action)
    You target a creature of your choice within 10 squares and roll a d6.
    1: Drunkard's Mug. The target takes a -2 penalty to attack rolls until the end of its next turn.
    2: Gambler's Dice. Roll a d20. If the result is even, the target takes damage equal to the result. If the result is odd, the target regains hit points equal to the result.
    3: Jester's Chair. The target falls prone.
    4-5: Soldier's Fist. The first attack that hts the target before the end of your next turn deals 2d6 extra damage.
    6: Storm's Fury. The target and all creatures adjacent to it take 1d10 lightning damage.


    Restful Bedroll
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    Level 1 Common
    A good long rest in this magic bedroll grants you extra vigor.
    Wondrous Item 360 gp
    Property
    Whenever you complete an extended rest in the restful bedroll, you gain 1d8 temporary hit points.


    Battle Standard of Healing
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    Level 3 Uncommon
    This white flag is emblazoned with sigils of healing that restore the vitality of you and your allies.
    Wondrous Item 680 gp
    Power (Healing, Zone) Encounter (Standard Action)
    When you plant the battle standard in your space or an adjacent square, it creates a zone of healing energy in a close burst 5. Whenever you or an ally spends a healing surge while in the zone, you and all allies in the zone regain 1 hit point.
    This effect lasts until the end of the encounter or until the battle standard is removed from the ground. Any character in or adjacent to a battle standard's square can remove it from the ground as a standard action.


    Potion of Vigor
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    Level 9 Common
    This vermilion liquid invigorates you, at least temporarily.
    Lvl 9 160 gp Lvl 29 105,000 gp
    Lvl 19 4,200 gp
    Consumable: Potion
    Power Consumable (Minor Action)
    Drink this potion and spend a healing surge. You do not gain hit points as normal. Instead, gain 15 temporary hit points.
    Level 19: gain 25 temporary hit points.
    Level 29: gain 35 temporary hit points.


    Vigilant Blade +2 (Longsword)
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    Level 9 Uncommon
    Set with the symbol of an upright gauntlet with an unblinking eye in its palm, this blade bursts into burning white light in the hands of one sworn to bring justice to the wicked.
    Lvl 4 +1 840 gp Lvl 19 +4 105,000 gp
    Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp
    Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp
    Weapon: Heavy blade or light blade
    Enhancement Bonus: attack rolls and damage rolls
    Critical: +1d8 fire and radiant damage per plus
    Property
    Paladins and avengers can use this weapon as an implement for paladin or avenger powers and paladin or avenger paragon path powers.
    Power (Minor Action)
    The weapon casts bright light out to 4 squares until you end this effect as a minor action.
    Power Encounter (Immediate Reaction)
    Trigger: You use this power when an ally adjacent to you is attacked by an enemy adjacent to you.
    Effect: You switch places with the ally, and the target grants combat advantage to you until the end of your next turn.



    Potion of Cure Light Wounds
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    Level 1 Uncommon
    This potion covers your small cuts and minor bruises in dim silver light, causing them to heal over.
    Consumable: Potion 20 gp
    Utility Power (Healing) Consumable (Minor Action)
    Effect: You drink the potion. If you have a healing surge, you must spend one. Instead of the hit points you would normally regain, you regain 1d8 + 1 hit points. If you are bloodied and don’t have any healing surges, you still regain the hit points. If neither of these things is true, there is no effect.


    Elixir of water Breathing
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    breathe easily underwater.
    Lvl 8 125 gp Lvl 18 3,400 gp
    Consumable: Elixir
    Utility Power Consumable (Minor Action)
    Effect: You drink the elixir and can breathe underwater for 1 hour.


    Money :
    GP : 353
    SP : 432
    CP : 426

    Valuables :
    Gems : 3 Opal (45 GP each), 1 ruby (135 GP)
    various ancient items of good quality (for a collector) : Weight 45 pound and is Worth 450 GP


    Players Status
    Spoiler
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    (C6) Bolerum: 19/53, TEMP HP = 0, Healing surges : 8/12
    Bloodied

    (-B7) Monique : 5/44, TEMP HP = 0 , Healing surges : 7/8
    Bloodied


    (A4) Ashe : 10/49, TEMP HP = , Healing Surges : 3/7
    Bloodied



    (-B6)Ace 15/42, TEMP HP = 0, Healing Surges : 4/6
    Bloodied

    Last edited by Dekkah; 2012-12-19 at 09:29 PM.

  24. - Top - End - #204
    Ogre in the Playground
     
    AssassinGuy

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

    Ashe

    Just before Ashe collapses he points out a ring on the finger of the keeper that has a symbol matching that on the sword. Does anyone recognize this symbol?

  25. - Top - End - #205
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    Default Re: [4E] Grandpre Academy, Group 2, Part 3 (IC)

    Ace
    The sorcerer snatches up the die and smiles. Somethin' like this seems right up my alley... hope y'all don't mind if I keep it, he says, pocketing the strange die. He then takes a look at the ex-Keeper's belt. This would help shore up mah defenses, since mah armor ain't worth much when it comes t'protection from weapons, he muses, trying the belt on for size. He picks up the battle standard and stabs it in the ground. Havin' this thing up'll help us recover some, I'd wager.

    The sorcerer stashes the new potions into the bag of holding and then starts putting the treasure inside it while his companions rest. Why don't y'all give that cittern there a whirl, hon? he says to Monique. Y'all can play us somethin' nice while we talk about what went down 'ere... I feel very much like there's more t'know 'bout that undead. For example, Bole... how'd you know mentionin' that name would set the she-witch off?
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  26. - Top - End - #206
    Troll in the Playground
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    Default Re: [4E] Grandpre Academy, Group 2, Part 3 (IC)

    Bolerum

    Bol's normally thick expression changes into unaccustomed enlightenment. "This insignia is old. I'm fairly certain it's of the Dumont family." He pauses for the moment, then nods to Greenbane. "Mathilde Dumont. She was Gilroy's lover, and was to be the mother of his child. Whatever happened here cursed her horribly."

  27. - Top - End - #207
    Titan in the Playground
     
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    Default Re: [4E] Grandpre Academy, Group 2, Part 3 (IC)

    Ace
    If she was once alive... well, then, I might just be able t'see how she died, muses Ace, approaching their foe's corpse. The chaos magic in his mind dies down to make way for the bubbling up of the magic of the Vistani. He places his hands on either side of the jailor's head and concentrates.

    Ritual: Casting Last Sight Vision before we take our rest.
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  28. - Top - End - #208
    Ettin in the Playground
     
    ClericGuy

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

    DM
    Once they are done checking the treasure, the heroes take some time to rest, bandage their burned bodies and wounds. AS they do so, they identify the magical items.

    After talking among themself, they decide to establish a camp right there to rest. The goblin corpses and the keeper corpse, with now that no magic to animate it, are smeeling quite bad. Bolerum and AShe dump them into the other room, while Monique and Ace start studying their rituals. Once the room is clean, Ashe and Bolerum start checking throught the many ancient books they have to try and gain someone insight of this place.

    After about 8 hours, the group of heroes are starting to also feel the mental need for rest. Ace prepare himself and having kept the monster head for that purpose, enter a deep magical transe. On her side, Monoqie takes Ashe weapon and the sword from the loot and use her newly mastered ritual to transfer the enchantment.

    Spoiler
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    Moved things forward roughly 8-9 hours .

    Ace and Monique master 1 ritual each.

    Bolerum and Ashe (I've estimated that you both will go with Ashe IC idea) can roll two different skill check of their choice (tell me want kind of information you are seeking the the books : it must be something relativly precise like information on Mathilde Dumont or the Academy).


    Ace : The ritual resuly is in your private thread.

    Monique : You haev to pay the ritual cost for the transfert. Since Ashe weapon had an enchant also, I'll rule that they swap place (so the old weapon you found will have Ashe enchant on it - if it is legal for a sword... otherwise it is lost unless you tak the time and money to tranfert it to an other weapon).


    I'll stop here as you guys have rolls to do and possible information to share/discuss

  29. - Top - End - #209
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    Default Re: [4E] Grandpre Academy, Group 2, Part 3 (IC)

    Ace
    The sorcerer seems to be in pain after his ritual is completed, but the headache passes. He looks sadly down at the dead keeper's corpse. You poor, poor thing... y'all did what y'all could, hon. Rest in peace, Mathilde Dumont... He closes the undead woman's eyes. She was a noble an' loyal soul. It seems Bane was crueler to Magdebourg than we thought. She died killin' a priest o' Bane an' his demons, but he laid a killin' curse on 'er. She made herself undead so's she could keep guardin' the tower, but the curse, it messed up her potion... which is why she became the hellspawn we just fought. He turns to Bolerum and Ashe. This ruined tower might make a good base o' operations... it's got a teleportation circle nearby, it's hard to access an' remote... heck, Grok an' Grik were 'ere ages ago, an' they never fought Mathilde. We can toss the goblin corpses out the hole in the floor, but I feel Miss Dumont deserves a right-proper burial.
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  30. - Top - End - #210
    Troll in the Playground
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    Default Re: [4E] Grandpre Academy, Group 2, Part 3 (IC)

    Bolerum

    "Interring her with Gilroy would be suitable," Bolerum says slowly. Looking at the goblin corpses, he continues, "Throwing them out would improve the smell of the place, but would also put a clue in front of our enemy that we'd been in the tower. Stuff 'em in a crack and wall them off, maybe?"

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    Bolerum spent his time poring over books about the local temple and its inhabitants. Gilroy, Mathilde and so on. He's not so much interested in historical insights as he is in descriptions of great battles and martial doctrine.

    History (untrainied): (d20+1)[7]

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