Aubrey the Demented/Malformed |
Arakan |
Arakan's comforted to see so few of the enemy remaining, but not by the Kreen's level of injury. He once again taunts the undead, for what it's worth. With a few words of encouragement, he does what he can to keep the kreen between he and the enemy.
Standard: Vicious Mockery again, against Z2 1d20 + 6 ⇒ (8) + 6 = 14 vs Will.
If hit, damage 1d6 + 5 ⇒ (2) + 5 = 7 Psychic and it takes a -2 penalty to attack rolls until EoMNT.
Minor: Majestic Word on Th'Kal, get Surge+4 and I slide him to F12.
Gart |
Gart will move to attack z2 with his dejada, not liking the weapon compared to a carrikal, but disliking the slick ice even more...
ranged: 1d20 + 3 ⇒ (9) + 3 = 12 vs AC
1d8 ⇒ 7
EDIT: my "move to attack" i mean move closer, but no closer than is necessary. I assume 10 is min range and 20 max, so he will fling the rock from 20ft away, and avoid getting into that ice patch. D14 or E14, perhaps?
Safier |
HP 35/35
Surges 7/7
AC 16 Fort 14 Ref 16 Will 19
Action Points 0
Storm Soul Active? Yes
Encounters
Whirlwind [ ], Spatial Trip [ ], Dancing Lightning [ ], Quick Formation [ ], Second Wind [ ]
Dailies
Howling Tempest [ ]
Effects
Safier summons another rain of radiant light, stars descending upon the zombie nearest Th'kal, trying to finish the creature before it gets back up.
Blazing starfall on Z2, shift one square east to B14.
Blazing Starfall vs. Reflex: 1d20 + 7 ⇒ (6) + 7 = 13
Damage, radiant: 1d4 + 8 ⇒ (1) + 8 = 9
Aubrey the Demented/Malformed |
Aubrey the Demented/Malformed |
Th'Kal |
Revitalized by Arakan's words, Th'Kal begins stalking closer to the last of the undead creatures. When he's a little closer he focuses his limited psychic powers and sends a wave of anger towards it.
Move to J12 avoiding the ice
Standard Act: Psychic Surge on the remaining zombie (the prone gives me a minus on the ranged attack)
Psychic Surge: 1d20 + 6 - 2 ⇒ (18) + 6 - 2 = 22 vs REF,
IF it hits, 1d8 + 5 ⇒ (1) + 5 = 6 and my crit range increases for next turn.
Aubrey the Demented/Malformed |
Arakan |
Arakan moves sideways, getting closer but not close to the remaining enemy. From here he uses his taunting words again.
Move: to D18
Standard: Vicious Mockery again, against Z4 1d20 + 6 ⇒ (18) + 6 = 24 vs Will.
damage 1d6 + 5 ⇒ (4) + 5 = 9 Psychic and it takes a -2 penalty to attack rolls until EoMNT.
Safier |
"The cold seems to be coming from that way." Safier points towards the east passage. "I'd guess that's the way we should go."
Arcana: 1d20 + 6 ⇒ (9) + 6 = 15
Aubrey the Demented/Malformed |
The tunnel is partly blocked by fallen rock and huge blocks of ice, and the cold is bitter. Traversing uninjured it requires some dexterity.
Everyone, DC 11 Acrobatics checks each. If you fail, you trip, fall and/or slide against something hard and take 1d10 damage (make the damage rolls yourselves.
Up ahead, a bright cold blue light is shining, negating the need for lanterns. The light pulses, growing and falling in intensity over several seconds.
Arakan |
Acrobatics 1d20 + 8 ⇒ (4) + 8 = 12
Arakan just barely makes his way over the slick rubble, despite his capability. He does his best, though, to make it look like he had no trouble whatsoever.
Arakan |
As Arakan tries to play off his difficulty, he realizes he may not need to as the others blunder and stumble their way over the obstacle. He's not sure whether he should be proud of himself, or concerned over the fact that these were his allies.
Aubrey the Demented/Malformed |
Furio peers into the room. It is large, the floor, ceiling and walls are all coated with thick translucent ice. Columns of ice, in which indistinct dark shapes can just be made out, reach in profusion like irregular pillars supporting the chamber. The Ice pillars make it difficult to see further into the chamber, blocking line of sight, but somewhere within a cold blue-white pulses slowly.
Furio Tembo |
"This looks slippery,....." he says, describing what he sees.
"The floor is covered with that cold, hard water. There's pillars of the stuff too. Gets in the way of seeing too good. Something cold, and blue and white pulses in there.......and I think I saw shapes, in the pillars."
Th'Kal |
@Aubrey: What's the danger of slipping here? Would it cause damage like before or just make us look silly?
--
For everyone else:
If it causes damage, then perhaps we should create some sort of rope bridge (a handrail of sorts) between the pillars to make the less acrobatic folks less likely to take damage...
--
If it doesn't hurt (beyond the pride) to slip and fall, I say we get a closer look. Maybe sneak in (Arakan?) Maybe check for magic in those pillars (Jareen?/Safier?)...
As an aside, I'm guessing those pillars contain more of Safier's folk - I don't think we're finding any of her old group alive, lol.
Also, I know we're here looking to stop some defilers or defiling magic - do we know what it looks like? Could it be the glowy white light?
Aubrey the Demented/Malformed |
The ice is tricky underfoot, but walking slowly seems safe enough.
Rules for moving on the ice. You can move as if Slowed (i.e. movement rate of 2) without risking falling over. If you want to walk normally, it's a DC 11 Acrobatics check. If you want to run or charge, the DC is 16. Fail, and you fall prone.
OK, got a plan?