Wednesday, February 6, 2013

Vault of the Wyrm Prince: Sentry of Shields

Music: Atrium Carceri | Ptahil | Reincarnation Chamber
Guest Narrator: @DrDavyJones

Doomed crusaders... You enter a chamber awash with a searing light. A cyclone of flame slowly revolves in the center of the room. The heat peeling off the cyclone is intense, drenching you instantly with sweat!

Floating within the flames is a multitude of charred, blackened skeletons, tossed about slowly - gracefully even - as though through water. You also catch the flash of light on metal from something around one of the skeleton's necks, but what it is exactly is difficult to discern. 
 
Colors: northwest(green), southwest(white),
southeast(red), northeast(black)
Four pedestals fashioned as great dragon's claws surround the cyclone, atop which rests stone basins. Each of these basins gives off a different, faint glow - green, white, red, and black.

Six statues of dragonspawn brandishing shields are set into alcoves along the wall. They look quite lifelike, but are perfectly motionless.

Surely you have chosen incorrectly, and surely you will all soon be DEAD.

95 comments:

  1. OOC: Is that a door on the opposite wall?

    ReplyDelete
    Replies
    1. You think so, but the cyclone almost entirely blocks the view of it. Hard to tell without getting closer.

      Delete
  2. Del-Kai

    The wizard doesn't flinch back from the heat, but peers carefully around the room.

    Glancing back towards his allies, he takes a moment to push his nose back into place before grinning. "Touch nothing, yes?"

    Carefully striding into the room, Del-Kai moves up to the White Stone basin closest to him and glances inside, as well as taking a moment to examine the dragonspawn and their sheilds.

    ReplyDelete
  3. OOC: When possible, state the squares/coordinates to which you are moving. Thanks!

    ReplyDelete
  4. Grelloc

    Shielding his eyes from the intense light and heat, the orc curses in guttural tongues and looks back the way they came. "No glory for cravens..." He sighs, and turns back to the swirling inferno.

    Keeping his senses about him, he moves to the basin opposite to Del-Kai, his crossbow trained on the dragon-kin statue as he peers over the lip at its contents.

    Tech:Check out the basin at E-4, ready to attack the statues should they come to life.

    ReplyDelete
  5. Two-Rocks treads cautiously as he advances towards the nearest dragonspawn on his left. The druid sniffs the air cautiously and carefully checks for signs of life.

    [TECH]
    Advance to E8 and check to see if the dragonspawn are in stasis or just really amazing craftsmanship (Nature +11).
    From the same square, Nature +11 again to determine the race of the skeltons in the tempest.
    If all is still well, what's in the adjacent jar? (Knowledge + ?)

    ReplyDelete
  6. [Del-Kai]
    You examine the basin (at E7) giving off a white glow, and find it contains a clear white liquid.

    The nearby dragonspawn figure is indeed a finely crafted statue. Its shield bears the symbol of a four-horned dragon.

    Rolls: Perception 14, Arcana 17.

    [Grelloc]
    You find the basin (at E4) to contain a glear green liquid. A brass key rests at the bottom. Like the statue Del-Kai examined, the nearby dragonspawn's shield also bears the symbol of a four-horned dragon.

    Rolls: Perception 13, Arcana 12.

    [Two-Rocks]
    The dragonspawn are simply amazing craftsmanship, and are indeed statues.

    As for the skeletons floating within the cyclone, you recognize at least three races... elf, dwarf, human.

    Finally, the nearby basin (at E7) contains the clear white liquid. It reminds you of a traveling magician you saw once. He had cups with this kind of liquid. Sepearately, they did nothing. But when he mixed them together, they would do all kinds of strange things; spark, give off smoke, grow hot, grow cold and so forth.

    Rolls: Nature 27, Arcana (Knowledge) NATURAL 20!.

    ReplyDelete
  7. Del-Kai

    The wizard frowns, and slowly walks the outside circit of the room, examining each sheild carefully, trying to verify if they are all the same or if he has some memory of these creatures.

    He pauses briefly at the far side of the room to examine the wall opposite where he entered.

    Tech Perception +0, History +10. Walking down Row 8, Up Column M, and down row 3

    ReplyDelete
  8. Grelloc

    With a grunt, the orc takes a knee and looks at the basin of liquid, then to his fellows and back to the basin. He checks the base to see if it is secured somehow, then gives it a gentle push, trying to slide it a couple of inches.

    Tech:Perception +7, Strength +2

    ReplyDelete
  9. Motir

    Taking care to avoid disturbing the liquids, Motir maneuvers himself over to a center statue. He slides up as close to it as he can to inspect it, his sword ready in case a statue or the cyclone (or its participants) decide to make a move.

    Tech
    Move through the center of the room and then angled up to G3

    Dungeoneering +4, Insight +4, Perception +11, Thievery +8 on the north center statue. Does there appear to be any kind of push trap with it? Most likely on the shield?

    ReplyDelete
  10. [Grelloc]
    The basin and dragonclaw pedestal are solidly anchored to the floor. They don't budge!

    [Motir]
    OOC: Considering that Motir has not acted yet, I am placing his action before Del-Kai's.

    Motir examines the central northern statue. Let me guess, push trap on the statue, right? The answer: Oh YES. Floor plate will trigger the statue to shield bash you into the cyclone. So obvious, really.

    Rolls: Perception NATURAL 20!

    [Del-Kai]
    You are about to step on the southern floor plate when Motir stops you. LUCKY. YOU JUST AVOIDED A NICE FIRE BATH.

    OOC: Two natural 20's rolled today, keep up the good work!

    ReplyDelete
  11. Motir

    Letting out a sigh of relief at catching his companion before he met an even meltier fate, Motir puts away his sword and pulls out his trusty kit of tools. He kneels down next to the floor plate, seeing if he can safely disable it.

    Tech
    Stay in G3 and disable the floor plate using Thieves' Tools, Thievery +10

    ReplyDelete
  12. [Motir]
    With great expertise, Motir disables the northern floor plate. The northern statue shield-bash trap is disarmed!

    Rolls: Thievery 28.

    ReplyDelete
  13. Crx
    Not wanting to miss out on the fun, Crx moves carefully and pulls out a bizarre set of insect claws, antenna, and other bio mechanical devices and attempts to disable the floor plate on the other side of the room.

    Tech:
    Move to G8 and use Thieves' Tools to disable plate on the other side of the room. Thievery +11

    ReplyDelete
  14. [Crx]
    It takes you much longer than Motir, frustratingly so, but at least you don't set off the trap. Finally, it's disabled. An ugly job, but it works!

    Rolls: Thievery 22 (fail, but not enough to spring the trap), then 27 (success).

    ReplyDelete
  15. Now that the traps have been disabled, Vengeance makes a careful circuit of the room, examining each basin and trying to sense if there's any magic to them.

    Tech: Move in a circle around the room to check the basins, E5, E6, around the bottom. I will Perception +5 the floor as I hit the disabled square to see if I can tell if any squares around it are also trapped, then move to L6 and L5 if safe. I will Arcana at each basin, +8

    ReplyDelete
  16. Two-Rock considers the basin with the green liquid for a moment. He pulls out a small strip of cured meat from his rations and carefully dips the end in and watches for a reaction.

    [TECH]
    If there is no apparent ill-effects, Two-Rocks will plunge a hand in and retrieve the key.

    ReplyDelete
  17. Grelloc

    The orc still stands wary of the statues around the room, his crossbow in hand as he allows the more learned members of their party to inspect the clearly alchemical fluids within each basin. Instead, he turns his keen eyes to the swirling flames that are the center-piece of the room.

    Squinting against the brilliant flickering conflagration, he peers into its depths and carefully watches the skeletons as they float and dance through the unnatural blaze, his amber eyes wary of the swirling fire.

    Tech:Perception +7, Nature +7. Is the column of fire perfectly cylindrical or does it flux and writhe?

    ReplyDelete
  18. Crx
    Crx moves warily to investigate these strange liquids. Being close to the fire disturbs him.

    Tech: Move to M7 and investigate the adjacent pool. Perception +6, Arcana +0

    ReplyDelete
  19. [Vengeance]
    Vengeance perambles counter-clockwise in the chamber and finds the following, most interesting, clues:
    1. The southeast basin contains a clear red liquid that is very hot, bubbling continuously. At the bottom of this basin rests a set of iron tongs.
    2. The northeast basin is filled with a clear black liquid, but nothing else.
    3. The iron doors on the east wall are clearly locked, and feature a brass lock fashioned as a demonic skull.

    [Two-Rock]
    Two-Rock dips a bit of cured meat into the green liquid, and it disintegrates instantly. Two-Rock is suddenly teleported in a quick flash of light! He reappears, INSIDE THE FIERY CYCLONE! The skeletons within the fire grab Two-Rock and hold him fast.

    Since you're now up close and personal, you see two interesting items. First, one of the skeletons clutches a set of warforged tools. Second, another of the charred skeletons wears a platinum amulet overlaid with a crystalline star.

    Tech: You can attempt to grab either of these with a DC 17 Thievery check. Given the hot situation, it would be a standard action (not a minor). You take 5 fire damage and are grabbed by the charred skeletons within, and take ongoing 7 fire/necrotic damage (after resist). You have 23 hp left.

    [Everyone Else]
    Your exploration actions have been negative by the rolling of initiatve! The FIERY CYCLONE has beaten your rolls and goes first.

    [[[[[[[[[[ ROUND 1 ]]]]]]]]]]

    [Fiery Cyclone and Blackened Skeletons]
    Great tongues of fire lash outward at you from the cyclone, that has now become superheated and angry! Burnt skeletons leap forth from it, and they claw at you with a clear goal in mind - DRAG YOU TO THE CYCLONE! You manage to hold them off, for now...

    Tech:
    Fiery Cyclone
    [Skeltonize] 24 vs Two-Rock's Fort 17, HIT for 13 fire/necrotic damage. Two-Rocks is bloodied at 10 hp.
    [Spew Charred Skeletons] Four charred skeletons appear on the battle map!
    [Tongues of Unhallowed Flame], Ranged 10, Four Targets, vs Reflex.
    Crx: 9 + 6 = 15 vs 16, MISS!
    Grelloc: 19 + 6 = 25 vs 14, HIT for 10 fire damage and ongoing 5 necrotic (save ends). Grelloc has 16 hp.
    Motir: 17 + 6 = 23 vs 15, HIT for 10 fire damage and ongoing 5 necrotic (save ends). Motir has 19 hp.
    Vengeance: 16 + 6 = 22 vs 14 HIT for 10 fire damage and ongoing 5 necrotic (save ends). Vengeance has 14 hp.

    4 Charred Skeletons
    [Sieze], Melee, vs AC.
    Grelloc: Natural 1, MISS
    Motir: 4 + 6 = 10 vs 16, MISS
    Vengeance: Natural 1, MISS
    Vengeance: 5 + 6 = 11 vs 16, MISS


    Players' Turn, Ongoing Damage
    Grelloc takes 5 necrotic damage, and is bloodied at 11 hp.
    Motir takes 5 necrotic damage, and is bloodied at 14 hp.
    Two-Rocks takes 7 fire/necrotic damage and is bloodied at 3 hp. OUCH. Currently grabbed.
    Vengeance takes 5 necrotic damage and is bloodied at 9 hp.

    Map updated. Players, you have until Sunday night to get your posts in. Combat has begun! Good luck.

    ReplyDelete
    Replies
    1. OOC: Sounds good. Crx starts the round at G8. I'll reflect it in the next map update.

      Delete
  20. Two-Rocks is actually immobilized.

    You cannot move by yourself. You cannot be pushed, pulled or slid; You can be teleported.

    ReplyDelete
  21. I got my days confused. You have until MONDAY night to get posts in.

    ReplyDelete
  22. Crx

    Crx understands the swarm. Swarm tactics are to be admired, appreciated, and used. But when they are used against his allies, the swarm is to be hated and destroyed. Crx dashes to the aid of his overwhelmed friend with a battle cry of "Crx!Crx!Crx!Crx!XxxCxx!"*

    Tech:Move from G8 to J7. Riposte Strike against the skeleton at K6. +11 vs AC (+9 and +2 for flanking) 1d4+2d6+8 damage on a hit.

    *MY NAME IS CRX MOTHERFUCKER!

    ReplyDelete
  23. The fiery tempest flays the flesh from his bones and the mighty goliath screams!

    In shock, his mind retreats to the past--a fall morning on the mountain when the elder found him. He had tested his skill against a cliff that was beyond his years and fallen two-days before. The broken leg prevented him from returning to the hold.

    The air was cold
    The elders hands--hot
    Delirious with pain
    Replaced, suddenly
    By fire within

    fire
    Fire
    FIRE!

    His screams are no longer those of pain. They are a challenge! Two-Rocks wrestles free of his attackers and reels into the corner. His zephyr follows closely, protecting his master from further assault.

    [Tech]
    Minor - Healing Word on Two-Rocks.
    Move- Athletics +8 to escape the grab.
    Move- Move to L8. The Zephyr flies to K7.

    ReplyDelete
  24. [Crx]>
    Crx brutalizes the charred skeleton, leaving it a heap of smoking bones!

    Tech: Riposte Strike 4 + 11 = 15 vs AC 15. Hit! Skeleton at K6 is a MINION and dies.

    [Two-Rocks]>
    Two-Rocks strength knows no bounds. He rips out of the skeleton's grip, shakes off his pain, and escapes the firey cyclone!

    Tech: Athletics roll 27! From his healing word, he is now at 15 hp and no longer bloodied. You also shake off the ongoing damage (18)! You can still spend an action point, if you wish, even though I've already rolled your end-of-turn saves.

    Don't forget, every unspent action point you still have when you die counts for 10,000 barbed lashes in HELL.

    ReplyDelete
    Replies
    1. I should add that Two-Rocks has 9 surges remaining.

      Delete
  25. Grelloc

    A snarl of rage and pain escapes the orc's wide mouth as he cringes back, shying away from the lashing flames. His whiskers scorch away in the heat and embers float from the fur and leather of his armor as he beats at the still-licking black-blue tongues of heat that cling to his body.

    His amber eyes flash in the blinding heat and light, suddenly cold and hateful. His footing changes and suddenly he seems more beastial than humanoid, rocking on the balls of his feet as he hops back and forth with unnatural grace.

    As he dances backwards, his crossbow rises and the notched quarrel flies with a keening whistle. The string is still humming as he drags another into place and cocks the weapon, only to fire again. The bolts sing through the air, mere inches apart as they fly towards the two closest blackened skeletons

    Tech: Activate Aspect of the Dancing Serpent and take a 5' move back to C4. Rapid Shot against the skeletons at E5 and G4. +5 vs AC on one, +6 vs AC on the other, 1d8+2 to the first and 1d8+3 to the second if they hit. Continue back to B6, and try to save on the continuing damage.

    ReplyDelete
    Replies
    1. Oops, sorry make that 1d8+3 on one, 1d8+4 on the other.

      Delete
  26. OOC: Does each room count as an encounter for new APs? So we'd get a new AP every 2 rooms?

    ReplyDelete
    Replies
    1. Not quite. I run it as every two combats. If I roll initiative, it's a combat. This would be your first combat. One more combat, and you earn APs.

      Delete
  27. [Grelloc]
    Grelloc's crossbow wastes two of the blackened skeletons with ease!

    Rolls: 20 vs AC15, HIT!... and 21 vs AC15, HIT! Both skeletons destroyed.

    Vitals/Map updated.

    ReplyDelete
    Replies
    1. Also, Grelloc saves vs ongoing damage.

      Delete
  28. Del-Kai pushes up his narrow glasses and quickly darts behind Crx where he can peer into the red basin. With a flick of his hand, Del-Kai magically lifts the tongs out of the basin and into his hand.

    [Tech]
    Move: To J8
    Minor: Mage Hand the Tongs
    Move: Float the tongs over to my hand.

    ReplyDelete
  29. Vengeance sneers. He'd have to watch that one. He hisses in rage as he's attacked; but his infernal heritage absorbs some of the damage. He backs away from the skelton hassling him and laughs mockingly at it.

    "I say, dear friend, I do think you should eat more. You need a little more meat on your bones!"

    Tech:
    Move: Shift to M4
    Standard: Vicious Mockery against the skeleton in K4, +4 vs Will, on hit who cares because it's a minion, but 1d6+4 and -2 to attack rolls until the end of my next turn.
    Minor: Insult the skeleton's mother if I miss.

    ReplyDelete
  30. [Del-Kai]
    You attempt to Mage Hand the tongs, but as soon as the hand touches the boiling hot red liquid, it vanishes as if it were dispelled!

    [Vengeance]
    Let me know what insult you hurl at the skeleton about his mom, because you missed!

    Tech: 2 + 4 = 6 vs Will 11, MISS.
    RETCON. When you destroyed the other three charred skeletons, they each burst into a close burst 1 (enemies in burst)... however, their rolls were too low to affect you. But going forward, be careful!

    ReplyDelete
  31. Motir

    Motir moves in to quickly strike the skeleton and try to put some distance between himself and the cyclone.

    Tech
    OOC: I can't access iplay4e from work, so I can't provide any numbers.

    Minor: Place Oath of Enmity on the skeleton
    Move: to J3
    Standard: Overwhelming Strike on skeleton. Best of two attack rolls. Damage and shift to K3 on hit

    ReplyDelete
  32. [Motir]
    Motir's falchion takes apart the charred skeleton! Motir feels the burn coming off the bones, as he shifts away.

    Tech: Natural 18 vs AC 15, HIT. Skeleton destroyed
    [Turn to Ash], Close burst 1 (enemies in burst); vs Fortitude, 17 vs 13, HIT; 10 fire/necrotic damage. Motir down to 4 hp.


    Start of round 2, including monster attacks, coming up over lunch break in a couple of hours.

    ReplyDelete
  33. [[[[[ End of Round 1 ]]]]]

    [Sliding Wall]
    The wall near the entrance of the room begins to slide south, slowly cutting off your retreat! (See map, C4 is now wall. C5 is next.)

    [[[[[ Begin Round 2 ]]]]]

    [Fiery Cyclone and Blackened Skeletons]
    As fiery tongues lash out against you, more blackened skeletons emerge to drag Crx and Motir into the cyclone! Motir and Grelloc both succumb to their weariness and wounds...

    Tech:
    FIERY CYCLONE
    [Spew Charred Skeletons] Four charred skeletons appear on the battle map!
    [Tongues of Unhallowed Flame], Ranged 10, Four Targets, vs Reflex.
    Crx: 4 + 6 = 10 vs 16, MISS!
    Grelloc: 13 + 6 = 19 vs 14, HIT for 10 fire damage and ongoing 5 necrotic (save ends). Grelloc has 1 hp.
    Motir: 7 + 6 = 13 vs 15, MISS!
    Del-Kai: 7 + 6 = 13 vs 15, MISS!


    4 CHARRED SKELETONS
    [Seize], Melee, vs AC.
    Motir: 17 + 6 = 23 vs 16, HIT, 5 damage and you are grabbed. You are KO at -1.
    Motir: 10 + 6 = 16 vs 16, HIT, 5 damage and you are grabbed. You are KO at -6 hp.
    Crx: 18 + 6 = 24 vs 16, HIT, 5 damage and you are grabbed. You are at 18 hp.
    Crx: 5 + 6 = 11 vs 16, MISS


    [Drag to the Flames]
    Both Motir and Crx and dragged into the fiery cyclone. You each take 5 hp damage and are grabbed the skeletons within. Motir is at -11 hp (will be dead at -14). Crx now has 13 hp.

    Players' Turn, Ongoing Damage
    Grelloc takes 5 necrotic damage and is KO at -4 hp.

    If there's anything you can to do negate things, let me know and I'll retcon if needed. You have until Friday NOON CT to get posts in.

    ReplyDelete
  34. Quick Party HP Status
    Crx: 13 hp
    Del-Kai: 26 hp
    Grelloc: -4 hp
    Motir: -11 hp (dead at -14 hp)
    Two-Rocks: 15 hp
    Vengeance: 14 hp

    Always check the vitals for up-to-date information.

    ReplyDelete
  35. Grelloc

    Snarling in pain and rage, the orc does his best to stave off the rushing flames, but to no avail. His skin blackens and splits and he feels his throat scorch raw as he breathes in the infernal heat. As his flesh sizzles gently in the onslaught, he feels the world begin to slip away and he falls to his knees, eyes rolling back as his furs smolder and spark with black-green flames.

    “R… retreat…” He croaks just before he falls heavily to the steaming flagstones, his right tusk snapping off just above his lip with a resounding crack to skitter across the floor. His hands work feebly and his eyelids flutter as he struggles to cling to life.

    Tech:Attempt to save to end ongoing damage and another to save vs death. Lady be good.

    ReplyDelete
    Replies
    1. [Grelloc]
      Ongoing Damage Save... natural 2.
      Death Save Save... natural 3.
      Ouch.

      Delete
  36. Crx

    Crx, his chitinous body protecting him from the worst of the flames, wriggles free of the grasp of the skeletons and leaps from the flames. His purpose is unyielding, his focus unbroken, he heads to the door, seeking solace or aid from the flame. Finding the door unlocked, he uses all of his guile and training in an attempt to open it.

    Tech:
    Move action - Acrobatics +9 (if it looks like their reflex is lower than fort) or Athletics +10 (if it looks like the other is true) to break the grab. Getting out of grab to J5.
    Standard action - Convert to move action and move to the door, avoiding opportunity attack.
    Action Point - Thievery +11 (with Thieves' Tools) unlock the door.
    Minor - Open the door.

    ReplyDelete
    Replies
    1. [Crx]
      You find it harder to escape the skeletons' grasp than Two-Rocks made it look!

      Tech: 3 + 10 = 13 vs 17, failure. So far, you've spent only a move action, so feel free to modify your actions.

      Delete
    2. Tech:
      Convert standard to Move action - Athletics +10 to break the grab. Getting out of grab to J5.

      Delete
    3. [Crx]
      Crx doubles his efforts and breaks the skeletons' hold!

      Tech: 11 + 10 = 21, success. You are at J5.

      Delete
  37. This comment has been removed by the author.

    ReplyDelete
  38. Make sure you post your actions here and not in the OOC area. I am reading of potential ideas regarding the various liquids, but if actions aren't posted here, they won't be executed.

    ReplyDelete
  39. Vengeance learned a thing or two about colors back in school, and while white and black aren't technically colors, he figures that the grey they ought to make mixed might just work to smother that red liquid. He quickly sends some healing to his burning ally in the center of the room and then scoops up some black liquid in his hat, running across the room to dump it into the white basin.

    Tech:
    Minor: Majestic Word on Motir; regains surge+4 HP and if possible to do so I slide him to J4.
    Minor: Scoop up a hatful of black liquid
    Move: Run: L5, K4, J4(If I can't run through an ally J3), I4, H4, G4, F5, F6
    Free: Drop black liquid into white liquid.

    ReplyDelete
  40. [Vengeance]
    Motir regains consciousness, still grappled by the charred skeletons within the cyclone of deadly flame... (Tech: Motir is prone, grabbed, bloodied, at 11 hp, and 8 surges remaining. Motir can fully act this round.)

    Dropping the black liquid into the white produces an instant reaction! The liquid becomes very cold...

    OOC: Given Motir regaining consciousness and ability to act, as well as me just being swamped at work today... I will extend the deadline for this turn until the end of the weekend.

    ReplyDelete
  41. Their plan made, Two-Rocks moves to cover Vengeance from the inevitable onslaught of skeletal minions.

    [TECH]
    Move to G7 (zephyr to G5)
    Free: Zephyr brings up it's aura 2, lightly obscuring all within.
    Standard: Second Wind
    Minor: Stone's Endurance -- resist 5 all until the end of my next turn.

    ReplyDelete
  42. [Two-Rocks]
    Taking a strategic stance, your zephyr gives your allies some cover from the deadly cyclone...

    Tech: Second wind increases defenses by 2. HP up to 22. and 8 surges remaining. Stone's Endurance gives you Resist 5 All until the next round.

    ReplyDelete
  43. Motir

    Motir's eyes reawaken from the rejuvenating magic and he finds himself face to face with the skeletons and surrounded by fire. "Is it Tuesday again already?" he says to himself as he twists himself out of the deadly inferno.

    Tech
    Acrobatics +8 to escape the hold to J4
    If failed, try again
    If success the first time, crawl to M3

    ReplyDelete
  44. [b]Del-Kai[/b]

    Seeing the Tiefling mix the two potions with great success, Del-Kai follows his lead.

    Tech
    Move: to F7
    Minor: Scoop up the recently cooled liquid
    Move: Move to K7
    Free: Drop the cool liquid into the red basin.
    Action Point: If there's a reaction and the red liquid is neutralized, pick up the tongs.

    ReplyDelete
  45. [Motir]
    Motir manages to break the hold of the skeletons and escapes the fiery cyclone!

    Tech: 19+8=27, success. You are now in the corner.

    [Del-Kai]
    Combining the cold liquid with the hot red basin renders the latter fluid inert! You reach in with no problems, and obtain the IRON TONGS.

    OOC: Coming up at noon, cyclone attacks!

    ReplyDelete
  46. Grelloc will try to make himself seem unimposing, as to avoid the fiery cyclone's wrath

    ReplyDelete
  47. [[[[[ End of Round 2 ]]]]]
    [Sliding Wall]
    The wall continues to slide south and if unchecked, will seal the dying Grelloc away from you!

    [[[[[ Begin Round 3 ]]]]]

    [Fiery Cyclone and Blackened Skeletons]
    As fiery tongues lash out against you, more blackened skeletons emerge to drag Crx and Two-Rocks into the cyclone! Will they escape before the cyclone turns them into more blackened skeletons?

    Tech:
    FIERY CYCLONE
    [Spew Charred Skeletons] Four charred skeletons appear on the battle map!
    [Tongues of Unhallowed Flame], Ranged 10, Four Targets, vs Reflex.
    Crx: 6 + 6 - 2 = 10 vs 16, MISS!
    Two-Rocks: 19 + 6 - 2 = 23 vs 12, HIT for 8-3=5 fire damage and no ongoing(negated). Two-Rocks is at 17 hp.
    Motir: 14 + 6 - 2 = 18 vs 14, HIT for 8 fire damage and ongoing 5 necrotic. Motir is at 3 hp.
    Del-Kai: 15 + 6 - 2 = 19 vs 15, HIT for 8-5=3 fire damage and ongoing 5 necrotic. Del-Kai is at 23 hp.

    4 CHARRED SKELETONS
    [Seize], Melee, vs AC.
    Crx: 8 + 2 - 2 + 6 = 14 vs 16, MISS
    Crx: 17 + 2 - 2 + 6 = 23 vs 16, HIT for 5 damage and Crx is grabbed. Crx is at 8 hp.
    Two-Rocks: 18 + 2 - 2 + 6 = 26 vs 16, HIT for 5-5=0 damage and Two-Rocks is grabbed. He is at 17 hp.
    Two-Rocks: 8 + 2 - 2 + 6 = 14 vs 16, MISS

    [Drag to the Flames]
    Both Crx and Two-Rocks and dragged into the fiery cyclone. Crx takes 5 hp damage (damage for Two-Rocks negated) and both are grabbed the skeletons within. Crx is at 3 hp.

    Players' Turn, Ongoing Damage
    Grelloc takes 5 necrotic damage and is KO at -9 hp.
    Motir takes 5 necrotic damage and is KO at -2 hp.


    The concealment provided by the nearby zephyr really helped here. Two crusaders down... You have until end of Thursday to get posts in!

    ReplyDelete
  48. Grelloc

    "Fire..."

    Deep within his subconscious mind the ranger floats, his thoughts racing as he fights the darkness that threatens to overtake him. His movements were slow, ungainly as he swung at the encroaching shadows, wisps of smoke that curled and undulated, retreating only to amass once again and force him back.

    "Smoke... fire..."

    Was it his voice, or the voice of another? The echo was wrong... He knew he had to fight, that it was important, but what was it? His thoughts were as thick as molasses on a cool day, and the smoke that curled up around him stung his eyes, making them water as he swung blindly at the shadows around him.

    "Smoke... Fire... Burning..."

    He slashed through another tendril of shadow, ducking another as the darkness swelled, surrounding him on all sides. His throat burned and each breath was an agony of choking smoke and embers.

    "Fire... Burning... Dragons... The WYRM..."

    The ranger stirred, groaning against the steaming flagstones, his cheek blistered from where it had lain on the super-heated rock. Blood seeped from his split lip where his broken tusk had sliced it. "W...wyrm..." He groaned, a froth of crimson spittle on his tongue.

    Tech:Try again to dispell the continuing damage and roll to prevent further deadification.

    ReplyDelete
  49. [Grelloc]
    Strength returns to the ranger, and through sheer force of will he makes himself regain consciousness!

    Tech: Natural 20 on the death save. You spend a healing surge (7 left) and are prone at 6 hp. You have full actions in the next round. You also save vs the ongoing damage. Good job!

    ReplyDelete
  50. Crx

    Crx feels like this is so familiar, as if he dreamed he'd done this before but somehow this is different. Perhaps, more successful. Crx, his chitinous body protecting him from the worst of the flames, wriggles free of the grasp of the skeletons and leaps from the flames. His purpose is unyielding, his focus unbroken, he heads to the door, seeking solace or aid from the flame. Finding the door locked, he uses all of his guile and training in an attempt to open it.

    Tech:
    Move action - Acrobatics +9 (if it looks like their reflex is lower than fort) or Athletics +10 (if it looks like the other is true) to break the grab. Getting out of grab to J4.
    Standard action - Convert to move action and move to the door, avoiding opportunity attack.
    Action Point - Thievery +11 (with Thieves' Tools) unlock the door.
    Minor - Open the door.

    ReplyDelete
  51. [Crx]
    Crx once again breaks free from the skeletons of the cyclone, producing his theives tools en route to the door. A brass
    lock fashioned as a demonic skull... what can go wrong?

    Crx thinks to himself, "Piece of cake, I got thi..."

    The face of the demonic skull INHALES Crx.

    You hear the squishy spray sound that flesh makes when its sprayed into the corridor beyond the locked doors...

    Tech: Natural 1. Ouch. Crx is DEAD. Feel free to submit a new character to rejoin, assuming you guys can survive this chamber!

    ReplyDelete
    Replies
    1. Wait!!!! Retcon!!!

      I re-read to be sure, and found out Crx DOES gets a saving throw. Bastard rolled a 12. He did not get murderlized!

      But he did get a vision in his head of what could have been.

      Keep calm, and carry on.

      Delete
    2. Having braced for the attack, Two-Rocks weathers the fiery onslaught like a champion, despite being carried away there for a moment. The frail boned-minions haven't a prayer of holding him back!

      [TECH]
      Move: Athletics +8 to escape. Then move to I7.
      Standard: Combined Attack against the skeleton at J6. +6 vs AC (2d4 + 4 damage).
      The Zephyr moved to G8 and attacks the other skeleton. +6 vs AC (1d10 + 4 damage and slide 1).

      If Two-Rocks should fail to escape. Still use Combined Attack to allow the zephyr to attack as described. Also, use a minor action for the last Healing Word on himself as he's about to take a lot of damage.

      Delete
    3. [Two-Rocks]
      Two-Rocks breaks free once again, staying unscathed due to his stoneskin! He and his companion drop the threatening skeletons. Will his allies be able to take advantage of his heroism?

      Tech: Everything Two-Rocks tries, succeeds. No roll lower than a natural 15! He escapes, and both his and his zephyr's attacks hit. Since the skellies are minions, they are dead.

      OOC: I wanted to get this post out when I could. The map update will be done when I can get to it.

      Delete
  52. As Two-Rocks obliterates the skeleton in front of him, Del-Kai gives a nod of thanks before sprinting across the room and plunging the tongs into the last basin to retrieve the key and darting back across the room to the door

    TECH
    Move: Run to F4
    Minor: Retrieve Keys with Tongs
    Standard: Run to M5
    Free Action: If an ally comes adjacent, I'm holding the keys so they can take it. If a skeleton grabs me and starts dragging me back, I'll drop the key in M5 as a free action.

    ReplyDelete
  53. [Del-Kai]
    With tongs in hand Del-Kai sprints across the room, around the fiery cyclone. The cyclone lashes out with an angry, fiery arm, but Del-Kai slides beneath it!

    Regaining his feet, he plunges the tongs and fishes out the key. It is obtained!

    Running back through hazy hot waves, he arrives back at the door...

    Can anyone help him??? The key is painfully close!

    ReplyDelete
  54. [Retcon]
    I keep forgetting that the skeletons have an exploding attack when they hit zero hp.

    When Two-Rocks/Zephyr took out the last two skeletons, they exploded burst 1. Zephyr is missed, but Two-Rocks takes 10 fire/necro - 5 resist = 5 fire/nexro damage.

    Two-Rocks is at 14 hp.

    ReplyDelete
  55. Vengeance sprints back to the door, seeing the key recovered, takes it from the wizard, and moves to unlock the door.

    Tech:
    Move:Run back to the door around the top to M6
    Minor: Take keys
    Standard: Unlock door.

    (Sorry for lateness; still Thursday here though and I'm currently homeless, so it's awkward to post.)

    ReplyDelete
  56. [Vengeance]
    Vengenace leaps to the door, yanks the key from Del-Kai's moist palm and inserts into the deadly skull lock.

    A twist, and a click... and a rain of hellfire death?

    No, not this time. The lock gives way, and the door opens! Instantly, the fiery cyclone "stands down", reverting to it's pre-combat state. Still hot as f**k, but no longer attempting to turn you all into burnt skeletons.

    The battle is over, and you have prevailed! The unconscious regain, and each of you breath a sigh of relief.

    The short hallway beyond ends in a solid wall, but Del-Kai senses it is an illusion. You focus on it long enough, and are able to pierce the illusion. Crx waits for each of you to catch up, as he knew it was an illusion all along.

    The hallway beyond the illusion bends to head north, and into the unknown!

    OOC: Short rest time. Tell me how many surges you spend to heal up. Or, if you prefer, I can auto-spend them for you to get you close to maximum hp (without wasting a surge on a partial heal). Just let me know. You can still take actions here if you wish. Next big post will drop hopefully today.

    ReplyDelete
  57. Posting this for Paul, who sent this to me via email.

    [Grelloc]
    Groaning, the orc pulls himself slowly to his feet, a grimace of pain etched into his rugged face. His flesh is tight where it has been partially cooked both by the scalding rock floor and the searing flames themselves. His whiskers, eyebrows and lashes are gone, scorched away in the inferno, but he slowly recovers. Cool water from his skin helps the flaring pain, but only for a moment. Drawing on the stamina earned through years of wilding, he presses on, but not until he finds and pockets his snapped tusk with a grumble.

    Tech: Spend healing surges to get to full health and press on towards victory or death eternal...

    ReplyDelete
  58. Posting this for Steven, who sent me this via email:

    [Motir]
    Can't get to the site from work today, but Motir heals up.

    ReplyDelete
  59. Del-Kai nods his thanks to the Tiefling, before moving back to examine the column of fire and the skeletons within, trying to spot the pendant they had glimpsed when they first entered the room.

    [Tech]
    Not spending any Healing Surges, is the skeleton with the metallic pendant still visible/reachable?

    ReplyDelete
    Replies
    1. Both the amulet AND the warforged tools are visible in the cyclone. A clever extraction could net you one or both... but be careful! A poor roll will activate the combat once again, with no obvious way to shut it down. *EG*

      Delete
    2. I should add, that the western wall has reversed and reset itself.

      Delete
    3. OOC: What kind of a check would that be?

      Delete
    4. OOC: DC17 Thievery Check. A roll of 12 or less, and you're 'fanned the flames'. One roll for each item you attempt to get, and you incur 5 fire damage for each try.

      Delete
    5. OOC: Would using the tongs change anything?

      Delete
    6. Yes, you can avoid the fire damage... but the rolls would be unaltered.

      Delete
  60. Crx
    Crx rubs a sticky paste over his singed carapace, the foul smelling turning the stomach of those unfamiliar with the clarified and congealed blood of the Ug-Mok.

    TECH:
    Spend 3 Healing Surges to return to 21 HP, unless any bonuses can be conferred with a short rest by having my healer friends use their powers outside of combat.

    ReplyDelete
  61. Two-Rocks nods with some satisfaction for having survived the first combat of the day. He sits carefully on the floor and takes deep, cooling breaths as the heat built up in his stony skin slowly dissipates. A necessary step before tending to the others lest he scald them unintentionally.

    [Tech]
    Auto-healing works fine for me.

    Two-Rocks will gladly assist anyone who needs it with his Healing Words.

    ReplyDelete
    Replies
    1. [Two-Rocks]
      Spending two healing surges regains Two-Rocks to exactly full hp. He still has one healing word to spend, and I'll use it on the next person who needs a "bump" to their hp.

      Two-Rocks now has 6 surges and 28 hp.

      Delete
  62. [Crx]
    Crx spends 3 surges, and also gains the Healing Word bump from Two-Rocks. (The three surges includes the one from the Healing Word, but also an extra 3 hp.)

    Crx is at full hp (24) and 4 surges remaining.

    ReplyDelete
  63. [Motir]
    Motir spends 4 surges and regains to near full hp (28). He has 4 surges remaining.

    ReplyDelete
  64. [Grelloc]
    Grelloc spends 3 surges to regain to nearly full hp (24). He has 4 surges remaining.

    ReplyDelete
  65. Wanting to get the new post out, I have posted the Three River Crypt.

    However, you may still take actions here if you want to try to retrieve the items from the cyclone. I won't close this post out, yet.

    ReplyDelete
  66. Crx
    With balls the size of which have rarely been seen, Crx approaches the cyclone and uses the borrowed tongs to pilfer the amulet. His allies watching from the hall cheer when he succeeds!

    Tech:
    Thievery +9. Grabbing the amulet with the tongs, preparing for battle should it be necessary.

    ReplyDelete
  67. [Crx]
    With ease and grace, Crx fishes out the amulet from the skeleton in the cyclone!

    Roll: 18+9=27. Success. I'll post more details about the amulet soon.

    ReplyDelete
    Replies
    1. Congratulations, Crx, you now have:

      BLACKFIRE AMULET (Artifact)
      Powers Unknown
      A light silver chain ends in a small, delicate glass sphere of swirling, black fire.

      Delete
  68. Vengeance rests briefly while watching the Thri-Kreen retrieve the amulet.

    "Well done. Now, get the other."

    Tech: Vengeance will spend a surge and watch appreciatively from a distance

    ReplyDelete
  69. Crx
    Crx isn't interested in pressing his luck, and decides that the only tools he needs are the thieve's tools he brought with him.

    ReplyDelete