The group make their final preparations and prepare to descend into the tunnel. Erik swiftly moves around the party suggesting changes in posture and facial expression and Snaggletooth tinkers expertly with the eyeball mechanism. There is a grinding sound as the stone eye comes to rest on the floor of the chamber, still in its sling of chains, but un-useable as a weapon without some work.
Taking deep breathes, the party starts down the tunnels and await the invevitable assault on their mental defenses ...
I'm going to work on the basis that you're taking Erik's extremely sane advice and going total defense.
With the exception of Erik, everyone in the group falls under the spell and walk down the tunnel, unable to think of anything but the gifts of the Dreamer.
Saves from all but Erik please. Erik, you can aid one other or use a bardic power to help the rest of them break the effect. I am rolling for Leo and Caine.
Erik Annadar(Male Human Bard/Warlord/Warlock/Circus Monkey/Soda Jerk/Etc)
Rev, if you're willing to let me play Pied Piper, I'd be more than happy to add a little bardic magic into my assist. Feel free to add or subtract from the roll as necessary since I'm just going to make a charisma check.
Erik sighs when he sees his friends all succumb to the attack.
"Guess I should have taught them the poem as well," he says to himself as he assembles his flute. Putting it to his lips he plays an old bardic melody rumored by his teachers to have mind influencing effects, usually for garnering better tips at taverns.
"It...might help in this case," Erik thinks, with a shrug. "Or they may just give me a few extra gold pieces for my cut. Worth a try I suppose."
Erik's flute sends out a lilting tune, offering the companions help on their way out of the mental mire.
Make your saves at +2 please. The next attack from the tunnel will be made at -2 due to Erik's playing offering a counterpoint to the mental attack of the tunnels. Leo is still dazed (a 3 wins no prizes).
Save roll 1d20 ⇒ 16 I will be gone most of the day tomorrow. I have a job interview but it is 31/2 hours away from my house, so I won't be on-line much.
The second attack comes so gently that with the exception of Perigia you are hardly aware of it. Erik's flute falls silent as the group walk to the end of the tunnel, and arrive at the top of a double flight of stairs spiralling down. From below you can hear the sounds of movement.
You're dazed, not compelled. You can go down either flight of stairs and Perigia is free to try and help one of you make saves against the daze effect. Since her player is away today, I'll roll on her behalf.
dazed (save ends), yes? does the effect continue on the stairwell? or can we save up at the top of the stairs and just walk down, ready for action? save=17, either at the top of the stairs or at the bottom. I just want to get to the action.
Perigia tries to help Caine. 1d20 ⇒ 19 - save v daze
Caine - save v daze (inc +2 aid another) 1d20 + 2 ⇒ (17) + 2 = 19
Leo, Erik and Brujo are still dazed.
Snaggletooth, Caine and Perigia can peek down and see what's happening below before heading into battle. It's your choice if you want to continue with some of your comrades dazed. You can all save at the top of the stairs. Brujo will still need to roll a d20 at after init is rolled to see if he can control his spellplague infection.
Stairs are wide enough to allow two characters to descend at once (apologies, the mapping tool let me down and wouldn't let me put in a wider section. Anyway, two of you can get down each staircase and move 2 squares into the room as a single move action.
Snaggletooth, Perigia and Caine gather their wits and peer down the stairwells ...
The chamber is full of figures, all hooded and all intent on the central altar. The room is lit by natural starlight and you realise that you are directly beneath the spiked eye you passed when you first entered the complex. A faint sound, not unlike a gentle rain can be heard, but to your horror you see that the fluid falling on the altar is blood, stored who knows where, but now being used to enact a dangerous rite.
B1, 2, 3 and 4 glow beneath their hoods and their misshapen forms tell you that they are berserks - like the ones produced by the Seer. You know that their attacks can infect you with spellplague. They carry greatswords, but you know from experience that their claws are a greater danger. S1 and 2 seem to be roughly humanoid, but also glow. They carry twisted staffs. L1-8 appear to be a mixture of tieflings and humans wielding clubs. The central figure can only be Volkanth himself.
OK. Things to note. There are four statues of the Dreamer. They provide cover. The grey triangles are one square up and require two movement points to climb. Standing adjacent to the statues grants a +1 to attacks to cult members.
The centrally shaded area is being spattered with blood. For the unblessed (i.e. no spellscar) entering or beginning your turn there means you take 1d6 necrotic damage and 3 ongoing necrotic. You cannot save against the ongoing necrotic while in the zone. The falling blood allows cultists to regenerate at the rate of 3hp per turn when bloodied.
Brjuo clears his head and peers at the chamber below.
You're all still in rudimentary disguise. Erik needs to make his first save. Then whoever wants to can help Leo break the effect. Just to keep things going, I'm rolling Perigia and Leo's inits now.
Erik Annadar(Male Human Bard/Warlord/Warlock/Circus Monkey/Soda Jerk/Etc)
Save vs. Dazed 1d20 ⇒ 3
Erik finds it difficult to clear his head and recall the poem any longer, but he's together enough when they reach the chamber and he summons enough of his bardic magic to sync he and his friends together. It doesn't help himself very much though and he's obviously in a sleep trance, or a dream dance.
Free Action:
With one breath,
With one flow,
You will know,
Synchronicity utility power; all allies get a +5 bonus to initiative for this encounter.
I've been waiting months to make that reference. :D
With one breath,
With one flow,
You will know,
Synchronicity utility power; all allies get a +5 bonus to initiative for this encounter.
I've been waiting months to make that reference. :D
Erik's Initiative 1d20+7
That just rockets up my personal list of all time favourite appropriate quotes :D
1d20 ⇒ 19 - Leo save v daze 2 - YAY! Leo breaks the luring bonds at last!
Better do Caine as well. 1d20 + 14 ⇒ (17) + 14 = 31 - init roll
Erik - please make another save. You're the only one dazed now, bar Brujo, who can't do anything about it yet.
1d20+4 - Leo init
1d20+4 - Perigia init
Order so far (amended to take in Erik's +5 and Caine's +2) -
Caine
Seers
Leo
Brujo - (dazed (se) - spellplague infection affect)
Berserks
Perigia
Lackeys
Erik
Volkanth
Just need init from Snaggletooth (rolling at an extra +7)
Erik Annadar(Male Human Bard/Warlord/Warlock/Circus Monkey/Soda Jerk/Etc)
Save vs. Daze 1d20 ⇒ 4
Nice, my last three d20 rolls add up to 8. :D
Also, it looks like I forgot to factor in Caine's bonus. My initiative should be 10 if it matters.
They can catch up. If we linger too long, the jig is up. The good news is that Voly is right near the stairs so we can jump him right away. Get three or more on him before he can move. Caine, Leo and I can take him before the others can disable us. Use action points, etc.
are you DMpcing Caine or Leo, Rev? Cause if you are, might I suggest that Caine open with a flatting charge? Then I can sneak attack and use an action point
Snaggletooth, I will run Caine until he tells me he's able to post regularly. Leo I'm running until he gets his internet connection back after moving house.
A raging, vengeful figure, Caine moves purposefully down the stairs and charges as Volkanth comes into view. The intent, though good, does nothing as the tiefling stands firm. The blood rains down on him, streaking his flesh. 1d6 ⇒ 5 - 5hp blood damage to Caine
Volkanth flings back his head as Caine rages towards him.
Snaggletooth
Seers
Leo
Brujo - (dazed (se) - spellplague infection effect)
Berserks
Perigia
Lackeys
Erik
Volkanth
*Caine - granting CA to Volkanth to the start of his next turn; 3 ongoing damage from blood.
move around to cut Vol off, flank with Caine. (you didn't post where he is, with my move and minor shift, I should be able to get opposite) guarded strike on Vol (d20+14 vs AC, 30, 2d6+5+2d8+3= 9+5+13+3=30hp damage, setup interrupt w/-2 to attack, use action point w/bravura, melee basic (d20+14, 33, 1d6+5=10 damage) which gives me another melee basic (d20+15, 27, if hit, 1d6+5=6 damage) for a grand total of 46hp with an interrupt setup and -2 on attacks to me. As he strike Vol, Snaggletooth thinks to himself, 'with this weapon, I cut you into very small pieces.'
'you not go anywhere but grave' Snaggletooth tells the cult leader after he stabs him again and again.
Total damage to Snaggletooth this turn 23, 3 ongoing and dazed (requires 2 saves as from two different sources.
Leo sees what Caine and Snaggletooth are up to as he descends the stairs and charges himself, hoping to bring Volkanth down before the teifling can react. His attack lacks the power of Snaggletooth's multiple blows and adds nothing to the carnage.
Brujo - (dazed (se) - spellplague infection effect)
Berserks
Perigia
Lackeys
Erik - dazed
Volkanth
*Caine - granting CA to Volkanth to the start of his next turn; 3 ongoing damage from blood.
Snaggletooth - set up action if Volkanth attacks him; 3 ongoing; dazed (twice from different source so two saves)
Seers
Leo - 59/60/1AP/2 Lay on Hands/11 surges: 3 ongoing damage
Note that Caine and Leo can't save v the ongoing blood damage until they are out of the zone.
Berserks
Perigia
Lackeys
Erik - dazed
Volkanth
*Caine - granting CA to Volkanth to the start of his next turn; 3 ongoing damage from blood.
Snaggletooth - set up action if Volkanth attacks him; 3 ongoing; dazed (twice from different source so two saves)
Seers
Leo - 59/60/1AP/2 Lay on Hands/11 surges: 3 ongoing damage
Brujo - +2 all defenses (total defense)
Note that Caine and Leo can't save v the ongoing blood damage until they are out of the zone.
Brujo descends the stairs and suffers from the falling blood. Calmly, he readies himself for battle.
1d6 ⇒ 33hp necrotic to Brujo and 3 ongoing necrotic (se)
Three of the Berserks charge with the remaining one moving into position to attack. Seeing Snaggletooth and Caine desecrating the Dreamer's regalia is too much for them and they hurl themselves recklessly into battle.
Snaggletooth cannot fend off the assault and Caine fares even worse as two of the creatures charge and hit with their greatswords.
Perigia
Lackeys
Erik - dazed
Volkanth
*Caine - bloodied; granting CA to Volkanth to the start of his next turn; 3 ongoing necrotic damage; -2 AC due to Volkanth's aura
Snaggletooth - bloodied; set up action if Volkanth attacks him; 3 ongoing; dazed (twice from different source so two saves); -2 penalty to AC (aura)
Seers
Leo - 59/60/1AP/2 Lay on Hands/11 surges: 3 ongoing necrotic damage
Brujo - +2 all defenses (total defense); 3 ongoing necrotic (se)
B1 - +2 AC (aura)
B2 - +2 AC (aura)
B3
B4 - +2 AC (aura)
Note that Caine and Leo can't save v the ongoing blood damage until they are out of the zone.
IMPORTANT Volkanth has an aura 2. Allies gain a +2AC. Enemies taking ongoing necrotic take a -2 to AC.
I think it's time Caine used that Standard of Battle you picked up a while back. Details below.
Power (Encounter • Zone): Standard Action. When you plant the battle standard in your space or an adjacent square, it creates a zone of protective energy in a close burst 5. Enemies within the zone that are marked take a –1 penalty to damage rolls against any creature other than the one that marked them.
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.
Snaggletooth, seeing Caine take a beating, sneers at the tiefling leader and says softly, "Dreamer came to me, said to kill YOU with HIS sword. So I will." Then he pauses and smiles, desite his wounds, and says mockingly, "Praise be to the Dreamer."
The idea here is to anger him enough to have him forget the CA against Caine and attack me, allowing me to interrupt that attack and get another shot in and prevent Caine from going done before he can throw some healing around and get his licks in. I'm not sure the sword is enough motivation.
Perigia
Spoiler:
attacking the lackeys might be a good idea. Just try to get as many enemies as you can with whatever you use.
Leo did use his divine challenge, right? Just checking.... (I have no idea how we are going to survive this)
Leo didn't divinely challenge as he had to charge to get an attack in and that always ends the turn.
You can't see the heart.
Volkanth eyes Snaggletooth with some respect. "If the Dreamer truly spoke to you, he may have plans I do not know. Will you speak or do you seek nothing but destruction?"
"Call off your men and we talk. I call off mine." Snaggletooth says with a raised eyebrow. "I not want to kill any more people." He says sincerely.
If this works and Volkath agrees, while he makes his case, I want Caine healed up and we should form a line or something. that way, if it goes bad, we can attack in strength and help each other.
Lackeys
Erik - dazed
Volkanth
*Caine - bloodied; granting CA to Volkanth to the start of his next turn; 3 ongoing necrotic damage; -2 AC due to Volkanth's aura
Snaggletooth - bloodied; set up action if Volkanth attacks him; 3 ongoing; dazed (twice from different source so two saves); -2 penalty to AC (aura)
Seers
Leo - 59/60/1AP/2 Lay on Hands/11 surges: 3 ongoing necrotic damage
Brujo - +2 all defenses (total defense); 3 ongoing necrotic (se)
B1 - +2 AC (aura)
B2 - +2 AC (aura)
B3
B4 - +2 AC (aura)
Perigia - 3 ongoing necrotic
Note that Caine and Leo can't save v the ongoing blood damage until they are out of the zone.
IMPORTANT Volkanth has an aura 2. Allies gain a +2AC. Enemies taking ongoing necrotic take a -2 to AC.
"I just remember you attacked innocents to get what you want." He stares at Volkath. "No matter what Dreamer said, you bad guys. Dreamer say to use his stuff in good cause. Best cause I can see is stopping you. Give up and I let you live." He lifts the dreamstone blade up to show it to him. "Only offer you get today. Or you die on Dreamer's sword."
I didn't really think parlay was going to work for us. Even if he moved his guys back, he would be able to slip away before we could take him.
Volkanth seems to be barely paying attention to Snaggletooth, his eyes fixed on Perigia's face.
He pushes back the hood of his cloak and you see now clearly the blue scars that mark his face.
"We need this ritual. We must have a way of controlling our power. We are blessed, but we are not complete. Do you know this?"
The last question is directed at Perigia. He raises his hand to the other cultists. "Hold. I must know who this is."
"I am Perigia, chosen by the Dreamer to put an end to your evil. Lay down your arms and he will be merciful. If not, well you have already witnessed what he does to those who defile his name," she says pointing at the dead. Diplomacy check 1d20 + 8 ⇒ (20) + 8 = 28
"You not confuse us. You attack pilgrims, attack US on road! You try to kill little girl! Little girl is my friend. I not like big stupid lady but she not bad like you. Your people attack us again near cave. Seer summon nasty monsters to kill us upstairs. You NOT good guys, you bad guys!" Snaggletooth snarls at Volkath. But he does sound a little confused.