| Th'Kal |
'Kal and his mount are making their way through the field fine enough... and he's pretty sure that his antenna can pick up the scent of fresher air and the direction the group needs to travel.
<brrrtZZ> "This ways." He double arm gestures in the safest direction he can find.
Perception Check: 1d20 + 7 ⇒ (20) + 7 = 27
| Morthak the Mad |
Endurance: 1d20 + 11 ⇒ (2) + 11 = 13
Morthak finds his makeshift mask is not working out, so tries to hold his breath. A fit of coughing defeats that plan, and he gulps down more poisonous vapors.
Nature (mount aid): 1d20 + 9 ⇒ (2) + 9 = 11
He is in no condition to help his kank, either.
Nature (navigation): 1d20 + 9 ⇒ (18) + 9 = 27 ... finally!
Amazingly, Morthak's natural instincts guide him along the most likely path to the far side of the sulphur springs.
| Arakan |
Even with their precautions, Arakan is so concerned with not having to waste his time dealing with another dead mount, that he fails to keep himself adequately clear of the toxins.
Yeah, my mount doesn't need my help, and none of the bonuses are enough to give me the +14 I need to avoid the damage. So, I'm not going to waste my usual single digit rolls. I need those for combat.
Oops, Perception roll 1d20 + 7 ⇒ (20) + 7 = 27
| Cahel |
I would like to use my Stone's Endurance power to reduce poison damage to 4 from 9. My mount is fine.
nature: 1d20 + 14 ⇒ (5) + 14 = 19
Cahel, in spite of his stoicism, is clearly bothered by the gas. His mount is fine, and clearly responds to his instructions as he seeks the way out of this gas.
| Aubrey the Demented/Malformed |
The vapour hanging in the air makes finding their way tricky, but the group are sufficient to the task and make good headway without burning their lungs out. The move along the valley quickly, avoiding the worst, until they reach a small plateau. The clouds of gas still drift here, but there is also a circle of six stones. They reach up ten feet tall or more but are slender and slightly curving, like the canine teeth of some giant beast.
Tied to the strange pillars are humanoid bodies, all dead. Some look reasonably recent, although their flesh looks dark and dessicated. The skin is peeling like parchment, pickled by the insidious atmosphere, and they slump against their bindings, arms and legs lashed behind them to hold them fast against the rock. The others are little more than skeletons, bone reduced to brittle chalk, falling apart in a jumble of frayed rope and cloth.
The ground shakes suddenly, a mild tremor but enough to make the animals momentarily skittish. Then a deep rumbling voice, more a subsonic throb, growls from the tortured earth.
Primordial:
| Aubrey the Demented/Malformed |
The voice rumbles again.
I take it no one speaks primordial? OK...
A few nearby piles of rock suddenly tremble into life. They form themselves into five squat, roughly humanoid figures three feet high. Their faces are crude approximations, depressions where eyes of mouth would be, and from these drift more of the thick yellow vapour. They lurch forwards.
| Aubrey the Demented/Malformed |
A fairly simple map. There are six spires of rock and five nasty little rock men. You can put yourselves more-or-less where you like within A-Z/1-30. Remember you are mounted (with the possible exception of Morthak).
There is a wrinkle. In the poisonous atmosphere you risk breathing down a big gulp of toxic fumes. In each round in which you take more than a single Move action or a Standard action of any sort, you must make an Endurance check, DC 10 (i.e. you are OK if you just go Move/Minor/Minor, or even Minor/Minor/Minor, but if you go Move/Move/Minor, or if you make a Standard action of any sort, you must make the check). If you fail the check, you are "attacked" by the poisonous fumes: +10 v Fort, poison damage 1d6+4. The DC increases by 1 for each additional round where you have to make a check. You add 2 to your Fort defence of you have a filter mask. The same applies to your mounts.
Sulphurstone elementals 1d20 + 1 ⇒ (14) + 1 = 15
Initiative
Morthak 24
Th'Kal 23
Jareen 20
Elementals 15
Arakan 14+
Cahal 14-
Morthak.
| Morthak the Mad |
Morthak focuses his eyes and mind on the nearest foe, sending a psychic blast at it.
Psychic Surge (Range 10): 1d20 + 7 ⇒ (11) + 7 = 18 vs Reflex, for Psychic Damage: 1d8 + 4 ⇒ (5) + 4 = 9,and my attacks can crit on 18-20 until the end of my next turn.
Endurance Check: 1d20 + 11 ⇒ (10) + 11 = 21
| Aubrey the Demented/Malformed |
| Th'Kal |
As the stones come to life, Th'Kal leaps from his saddle, effortlessly clearing his mount. <Brrrlaw> His howl echoes a bit off the stones as he throws himself at one of the elementals, ignoring the poisonous gas fumes...
Standard Action: CHARGE! Jump two squares (to get me off the mount) and then move the rest of the way to J13. Howling Strike Charge Attack vs E2.
Howling Strike Charge: 1d20 + 11 + 1 + 2 ⇒ (20) + 11 + 1 + 2 = 34 vs AC. OOOHH!!! CRIT
If it hits, Damage: 1d12 + 1d6 + 1d8 + 6 + 2 ⇒ (12) + (4) + (7) + 6 + 2 = 31 <---IGNORE THIS DAM
USE THIS---> NEW DAMAGE: 12 + 6 + 8 + 6 + 2 + 1d12 + 1d8 ⇒ 12 + 6 + 8 + 6 + 2 + (11) + (4) = 49
Poison:
Endurance Check: 1d20 + 5 ⇒ (7) + 5 = 12 vs DC 10.
EDIT:
Kal's strike fuels his combat rage as he continues to swing at the rock enemies.
Rampage Free Attack on a crit. I'm assuming E2 is probably still standing, so I will use it on him. If E2 is by chance dead, I'll charge after E1...
Rampage Basic Attack: 1d20 + 11 + 2 ⇒ (16) + 11 + 2 = 29 vs AC
If it hits, Damage: 1d12 + 6 ⇒ (11) + 6 = 17
This is just so I don't have to keep finding the original combat post, and I can track what my Endurance DC is...
Endurance check: DC 10 + 1
No check needed if you take NO Standard Act or only ONE Move Act.
If you fail the check, you are "attacked" by the poisonous fumes: +10 v Fort, poison damage 1d6+4.
The DC increases by 1 for each additional round where you have to make a check. You add 2 to your Fort defense if you have a filter mask.
The same applies to your mounts.
| Aubrey the Demented/Malformed |
Th'Kal reduces one of the elementals to rubble and knocks some large chips from another.
E2 down.
The remaining elementals reposition themselves. Then they all breathe out a cloud of the toxic gases billowing in the area.
It's a Close Blast 3. E1 just gets Th'Kal, E5 gets Th'Kal and Jareen, E4 gets Th'Kal's mount and Jareen, E3 gets Jareen and Cahel. Don't know why they hate Jareen so much, but maybe they thought by riding into the middle of the stones he was offering himself as the sacrifice.
E1 v Th'Kal 1d20 + 5 ⇒ (10) + 5 = 15 v Fort
2d10 + 6 ⇒ (2, 2) + 6 = 10 poison damage and the target is dazed (save ends)
E3 v Jareen 1d20 + 5 ⇒ (10) + 5 = 15 v Fort
E3 v Cahel 1d20 + 5 ⇒ (18) + 5 = 23 v Fort
2d10 + 6 ⇒ (4, 7) + 6 = 17 poison damage and the target is dazed (save ends)
E4 v Jareen 1d20 + 5 ⇒ (2) + 5 = 7 v Fort
E4 v Th'Kal's mount 1d20 + 5 ⇒ (15) + 5 = 20 v Fort
2d10 + 6 ⇒ (1, 4) + 6 = 11 poison damage and the target is dazed (save ends)
E5 v Jareen 1d20 + 5 ⇒ (2) + 5 = 7 v Fort
E v Th'Kal 1d20 + 5 ⇒ (15) + 5 = 20 v Fort
2d10 + 6 ⇒ (3, 2) + 6 = 11 poison damage and the target is dazed (save ends)
Arakan.
| Arakan |
Arakan rides around the outer ring of stones, looking to get on the other side of the Kreen's foe, to best take advantage of his special skill set.
Double-move (crodlu) to JK/18-19
A little fuzzy on Mount rules in 4E. We share ALL actions, correct? Meaning both he and I roll endurance, and have used our Standard and Move for the round?
Arakan Endurance 1d20 + 8 ⇒ (10) + 8 = 18
Crodlu Endurance 1d20 + 5 ⇒ (10) + 5 = 15
| Cahel |
Minor: summon companion spirit to K10
Minir: Spirit of Athas, L13. Adjacent allies gain +1 to all defenses
Minor: Healing Spirit on Cahel. He can spend a surge +3 real +3 temp. Cahel heals Jareen 1d6 real HP and gives 3 temp HP
| Aubrey the Demented/Malformed |
| Th'Kal |
...
The remaining elementals reposition themselves. Then they all breathe out a cloud of the toxic gases billowing in the area.
...
E5 v Jareen 1d20+5 v Fort
E v Th'Kal 1d20+5 v Fort
2d10+6 poison damage and the target is dazed (save ends)
Does the filter mask protect against this attack by chance. It's the difference between being DAZED or not. My guess would be no, but I figured I would check. I plan to attack E1 regardless, but will do more if able.
| Th'Kal |
Dazed from the elemental attack, Th'Kal can barely manage a battle howl as he clumsily swings at his nearby opponent... On the plus side he seems to be ignoring the poisonous fumes and is able to shake off the stun for his next swing.
Single Action: Howling Strike vs E1
Howling Strike: 1d20 + 11 ⇒ (6) + 11 = 17 vs AC,
If it hits, Damage: 1d12 + 1d6 + 6 ⇒ (3) + (2) + 6 = 11
Checking on the poison:
Endurance Check: 1d20 + 5 ⇒ (8) + 5 = 13 vs DC 11
And then:
Save vs Dazed: 1d20 ⇒ 20
Endurance check (my skill is d20+5). MY next DC is: DC 12
No check needed if you take NO Standard Act or only ONE Move Act.
If you fail the check, you are "attacked" by the poisonous fumes: +10 v Fort, poison damage 1d6+4.
The DC increases by 1 for each additional round where you have to make a check. You add 2 to your Fort defense if you have a filter mask.
| Aubrey the Demented/Malformed |
The abandoned mounts step out of the way as the elementals close in.
E1 and E5 attack Th'Kal, E3 attacks Morthak, E4 attacks Jareen.
E1 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19 v AC, damage 1d8 + 6 ⇒ (2) + 6 = 8
E3 1d20 + 7 ⇒ (13) + 7 = 20 v AC, damage 1d8 + 6 ⇒ (2) + 6 = 8
E4 1d20 + 7 ⇒ (14) + 7 = 21 v AC, damage 1d8 + 6 ⇒ (2) + 6 = 8
E5 1d20 + 7 + 2 ⇒ (17) + 7 + 2 = 26 v AC, damage 1d8 + 6 ⇒ (6) + 6 = 12
Initiative
Morthak 24
Th'Kal 23
Jareen 20
Elementals 15
Arakan 14+
Cahal 14-
Arakan.