| Hundor |
"I agree with Sable, with that channel from Rognar I am all healed up and ready for another challenge now." He points out his opinion, though he looks at his skin and all the bruising from the Constitution damage shaking his head knowing his and Koldur's staying power is very weakened.
| Ingvarr Battlecaller |
Ingvarr raises his hand, saying, "Agreed."
| Yolanda the Dark Angel |
She would walk over to Rognar and ask, "May I have the goodberries please?" Likely with the affirmative answer from him she would eat them and point out, "None of my healing or boosting powers have been used yet. I think we will be in good shape still. I have been focusing on striking so far. I can cast Bless and have eleven weak channels. Also I have several stronger heals if needed. I took the good berries as we didn't need another channel right now." She then winks at Rognar and even gives him a small peck on the part of your skin on your face showing. "Thanks!"
| Koldur of the Axe |
"We need to strike faster and smarter. If our Spell slingers are good to go, let us skip and proceed. We should strike in groups. Spells should be used only for short terms unless we have spells that last longer." Koldur agrees with skipping.
| Seraphina Medvyed |
Sorry, had this ready to post earlier when my internet went down.
Sera stepped to slash at the last elemental. I think it will get an attack. =/
Round 12 Accepting Raging Song, +2 to Str = 22, 33 hp, AC 22
Swift Action: Charge arcane strike
Full attack action
Move 5-foot step
Claw Attack+BC+P: 1d20 + 9 + 1 + 1 ⇒ (19) + 9 + 1 + 1 = 30 Damage+AS+P: 1d4 + 6 + 2 + 1 ⇒ (1) + 6 + 2 + 1 = 10
Claw Attack+BC+P: 1d20 + 9 + 1 + 1 ⇒ (1) + 9 + 1 + 1 = 12 Damage+AS+P: 1d4 + 6 + 2 + 1 ⇒ (2) + 6 + 2 + 1 = 11
Battle Cry, Prayer and Arcane Strike figured in
Once the field was empty, she listened to the voice and raised her right hand as well. "Yes, do let's be done with the cannon fodder."
| GM Wolf |
The voice then booms into the room again, "Step upon the platform and prepare yourselves for the next level of the Tower."
In the center of the room where most of you stand it begins to slowly lift by magic. Once to the next level you see the floor expands to let your platform rest upon it.
Then the voice booms again, "Skill level, make it to the stairway and to the next level without flying. Only one of you needs to be successful. Begin!"
The room is 250 feet across and then the staircase is 100 feet tall.
Round 1
With that said water begins to drop down from the ceiling as if rain. You find that the floor is greased and the water makes it even more slippery. Acro DC 14 to make a move action or stand up. Fail and fall. Increase the DC by 5 if you run.
Round 2
The temperature of the room drops quickly but doesn't affect the ground yet. Though if you fail your Reflex DC 12 each round, you get hit by an icicle and must do an Acro check.
Round 3
The floor is turning icy, Acro DC is now 17. Good luck!
| Hundor |
Round 1
He bolts for the staircase. 80 feet.
Acro DC 19: 1d20 + 9 ⇒ (16) + 9 = 25
Round 2
Keeping his greatsword lightly on his shoulder he continues forward, using his dexterity and small frame to his advantage.
Acro DC 19: 1d20 + 9 ⇒ (15) + 9 = 24 160 feet.
Reflex DC 12: 1d20 + 9 ⇒ (19) + 9 = 28
Round 3
As the floor is turning icy he slows down to do two move actions.
Acro DC 17: 1d20 + 9 ⇒ (10) + 9 = 19 180 feet.
Acro DC 17: 1d20 + 9 ⇒ (11) + 9 = 20 200 feet.
Reflex DC 12: 1d20 + 9 ⇒ (20) + 9 = 29
DC now a 22 to run, good thing I slowed down.
Round 4
Its almost as if he is skating! Then falls over skidding to a stop.
Acro DC 17: 1d20 + 9 ⇒ (3) + 9 = 12 205 feet.
Acro DC 17: 1d20 + 9 ⇒ (4) + 9 = 13 Stand up... no.
Reflex DC 12: 1d20 + 9 ⇒ (3) + 9 = 12
Round 5
Its almost as if he is skating! Then falls over skidding to a stop.
Acro DC 17: 1d20 + 9 ⇒ (8) + 9 = 17 stand up... yes.
Acro DC 17: 1d20 + 9 ⇒ (11) + 9 = 20 225 feet.
Reflex DC 12: 1d20 + 9 ⇒ (19) + 9 = 28
Round 6
Its almost as if he is skating! Then falls over skidding to a stop.
Acro DC 17: 1d20 + 9 ⇒ (7) + 9 = 16 230 feet sliding 5 feet.
Acro DC 17: 1d20 + 9 ⇒ (11) + 9 = 20 Stand up... yes.
Reflex DC 12: 1d20 + 9 ⇒ (9) + 9 = 18
| Ingvarr Battlecaller |
With the room 250 feet across and us standing in the middle of it, we should be at most 125 feet from the base of the staircase. Undari starts moving carefully towards the staircase (double moves) and says, "Who among us is the most sure-footed? I can spare a spell to aid your skill once as you go up the stairs if you need it."
Round 1:
Acrobatics: 1d20 + 7 ⇒ (10) + 7 = 17 successful single move 30'
Acrobatics: 1d20 + 7 ⇒ (2) + 7 = 9 fall
Round 2:
Reflex is irrelevant due to already being on the ground.
Acrobatics: 1d20 + 7 ⇒ (9) + 7 = 16 successful stand up.
Acrobatics: 1d20 + 7 ⇒ (10) + 7 = 17 successful single move, total 60'
Round 3:
Reflex save to avoid icicle: 1d20 + 5 ⇒ (19) + 5 = 24
Acrobatics: 1d20 + 7 ⇒ (7) + 7 = 14 fall
Acrobatics: 1d20 + 7 ⇒ (20) + 7 = 27 stand back up
| Koldur of the Axe |
You are well balanced, both physically and mentally. You gain a +2 trait bonus on balance-related Acrobatics checks, and a +1 trait bonus on Reflex saves.
Round 1
Run
Acrobatics 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19 vs DC 19 75feet
Koldur too charges forward! Narrowly avoiding falling on his feet as he attempts to make his way forward.
Round 2
Double Move
Acrobatics 1d20 + 8 + 2 ⇒ (8) + 8 + 2 = 18 vs DC 17 100 feet
Reflex Save 1d20 + 4 ⇒ (2) + 4 = 6 vs DC 12
Acrobatics 1d20 + 8 + 2 ⇒ (15) + 8 + 2 = 25 vs DC 17 125 feet
Unfortunately he misses a step and gets slammed by an icicle as he notices it and tries to avoid it by slowing down. The single misstep throws off his timing though. He powers through it and continues his movement.
Round 3
Run
Acrobatics 1d20 + 8 + 2 ⇒ (19) + 8 + 2 = 29 vs DC 22 200 feet
Reflex Save 1d20 + 4 ⇒ (2) + 4 = 6 vs DC 12
This time he sees yet another but his very momentuem prevents him from avoiding it and thus he smashes into the offending piece of ice....
| GM Wolf |
Round 3, Koldur and Hundor are scurrying up the stairs together and within a few more rounds, 2 to be precise. You are all summomed/teleported to the middle of the next level.
Here the voice comes on again in its loud booming presence, "Excellent! You have finished another level of the Tower of Challenges. Steel yourself for the scorge of undeath approaches. Three of these are not like the others!"
Officially starting on Round 19.
The eight doors on this level open up, let three walking corpses out and then shut. You see them all shuffle forward except for one of them. It charges forward in studded leather armor, baring a shield and sickle. The undead warrior stops on a green circle and the door from which he came from opens again letting more walking corpses into the room.
The group gets to act first as the undead slowly enter the room but I thought you should know their actions. As you can see them happening.
| Koldur of the Axe |
icicle damage 2d4 + 2 ⇒ (2, 3) + 2 = 7 Cough Cough. really dice bots...
"Break the blockade and prevent the doors from opening even more...and I think there's an ice chip stuck on my back and I can't reach it. Doesn't feel so deep though." Koldur points out a point on his back with his axe. A 2 Inch shard juts out from there, slowly leaking blood.
| Seraphina Medvyed |
Sorry, lagging behind, but I got this all formatted, so may as well post it.
Seraphina tries to take a step on the treacherous surface and instantly slips down and then an icicle plummets down on her from above. "Ouch! Well, it's definitely not going to be me." She sighed resignedly as she tried to get back on her feet, only to skid out again. Finally she struggles upright and manages to make some progress, but as the temperature drops, so does she. As soon as she gets back up, she slips down again.
Round 1
Acrobatics: 1d20 + 2 ⇒ (9) + 2 = 11 Tries to move, falls
Reflex: 1d20 + 4 ⇒ (3) + 4 = 7 Icicle Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Acrobatics: 1d20 + 2 ⇒ (3) + 2 = 5 Tries to stand, fails
Round 2
Acrobatics: 1d20 + 2 ⇒ (14) + 2 = 16 Tries to stand, succeeds
Reflex: 1d20 + 4 ⇒ (9) + 4 = 13
Acrobatics: 1d20 + 2 ⇒ (13) + 2 = 15 Tries to move, makes it 30 feet
Round 3
Acrobatics: 1d20 + 2 ⇒ (13) + 2 = 15 Tries to move, falls
Reflex: 1d20 + 4 ⇒ (18) + 4 = 22
Acrobatics: 1d20 + 2 ⇒ (6) + 2 = 8 Tries to stand, fails
Round 4
Acrobatics: 1d20 + 2 ⇒ (16) + 2 = 18 Tries to stand, succeeds
Reflex: 1d20 + 4 ⇒ (17) + 4 = 21
Acrobatics: 1d20 + 2 ⇒ (5) + 2 = 7 Tries to move, falls
Nothing like watching a Noblewoman in her fine outfit busting her @$$ over and over again like an episode of I Love Lucy! XD
____________________________________________________________________
Sera extracted the shard of ice from Koldur's back and gave him a tap with her wand of Infernal Healing as he was looking a bit worse for wear. Next she cast Protection from Evil on Hundor before he ran off to do battle.
Sable Soren
|
Round 19
He doesn't see any threats until they move so he waits. As the undead push out of the doors he sighs a little bit. Then seeing the armored one he knows his target. Accepting the rage, his initiative is now after the undead, he charges forward and strikes hard cutting deep into the body and armor of the undead before him. It would have killed anything living...
PA, Elven Courtblade: 1d20 + 14 - 2 + 3 ⇒ (7) + 14 - 2 + 3 = 22
damage: 2d6 + 13 + 6 + 2 + 1d6 + 1 ⇒ (6, 3) + 13 + 6 + 2 + (4) + 1 = 35
DR/3 magic _ AC 19 _ Full HP!
| Hundor |
Round 19
After being protected by Sera, he double moves down to the South. Hoping to get to one of the spots before an undead walks over it. "Thank you Searphina. Now quickly we need to secure those green spots! Yolanda over there! Seraphina with me!"
| Olivira |
Round 19
Accepting the rage, She unfurls her wings and makes a guided jump with them. She lands between the zombie and the green dot. Then she strikes out with her dagger.
charge, long black stiletto knife: 1d20 + 11 + 3 + 2 ⇒ (8) + 11 + 3 + 2 = 24
damage: 1d6 + 1 + 2 + 1d6 ⇒ (6) + 1 + 2 + (1) = 10 (electricity)
AC 16.
| Ingvarr Battlecaller |
Round 19:
Raging Song 5 / Battle Cry 2 Round 1
Ingvarr's trio starts the Raging Song and calls to the companions, "To the fight!" rushing forward to block a green circle while he motivates the others.
Images: 2
Rognar Grimtooth
|
buffs still up: 50 minutes Barkskin +3 natural armor for Sable and Koldur 5 minutes (50 rounds, 31 rounds left enlarge person Sable) one round enlarge Koldur, one round bit of luck Sable
| Koldur of the Axe |
Round 19
Koldur moves up and begins the carnage of smashing bones with a single sweep to announce his entry into the fray!
Enlarge +1 damage,
Armor +3-1
Moonshine to the face of the first skeleton in reach 1d20 + 12 ⇒ (13) + 12 = 251d10 + 7 + 1 ⇒ (3) + 7 + 1 = 11
| Seraphina Medvyed |
Seraphina follows after Hundor, healing wand still in hand. "Does anyone know what we're dealing with here?"
Sorry, Sera doesn't have know(religion). I think I already took my actions for the round unless there was flex time between encounters after they announced undead?
| Ingvarr Battlecaller |
Knowledge Religion: 1d20 + 12 ⇒ (17) + 12 = 29
Ingvarr will call out pertinent information about their enemies as he recalls it.
| GM Wolf |
Round 19
Ingvarr shouts, "Most of these are just normal zombies, use slashing weapons. Sable make sure you take out that ghoul before it can get away, obviously it is intelligent!" Koldur moves forward and jumps over the small wall, in order to accomplish his charge, severing the head from its body but it keeps grasping at you.
Round 20
You guys go first, then attacks... Zombies +4. HP 12/12. Just roll their attacks on you after your actions are decided as we will know which ones are gone.
| Ingvarr Battlecaller |
Round 20:
Raging Song 5 / Lingering Song 1, Battle Cry Round 2
Slashing with his dagger, the trio of Skalds try to keep the zombies at bay.
Dagger Attack: 1d20 + 6 ⇒ (20) + 6 = 26
Dagger Confirm: 1d20 + 6 ⇒ (4) + 6 = 10
Dagger Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Added Crit Damage: 1d4 + 2 ⇒ (1) + 2 = 3
Zombie Return Attacks:
Zombie Attack 1: 1d20 + 4 ⇒ (11) + 4 = 15
Zombie Attack 2: 1d20 + 4 ⇒ (9) + 4 = 13
Zombie Attack 3: 1d20 + 4 ⇒ (19) + 4 = 23
Attack 3, 1 = Ingvarr, 2-3 = Image: 1d3 ⇒ 2
Down to 1 image.
| GM Wolf |
Roumd 20
You hear a strange voice as a mechanical bird flies down buzzing, whirling with all its gears. Then it begins to say, "Error, error, error. Abnormality found. The one you call Olivira will come with me or the threat level will be increased five levels." It lands on her shoulder. And all the zombies and undead freeze.
| Olivira |
She keeps her defensive stance and looks over at Sable. Looking for what choice he will make.
She nods in response and her cloak turns into her black feathered wings once more and she flies up from where the metal bird came from.
Sable Soren
|
Roumd 20
Sable takes down the zombies as they provoke attacks from him. Then he uses his finishing cleave to take down others. He then waits for them to come to him before cleaving them to pieces.
As the zombies freeze he will stop looking at the strange effect the mechanical bird has on the undead. Looking over at Olivira he nods, "I am sure we will be fine without you, go and wait at the finish line."
5d20 ⇒ (17, 14, 2, 14, 7) = 54
| GM Wolf |
Then, all of the undead fall to the ground in heaps of body parts.
The voice comes back booming, Wave 4 of 5 will begin in 5, 4, 3, 2, 1, GO!!!!
Round 21 is prep...
Once everyone has posted for both rounds I will start Round 22!!!
| Hundor |
Roumd 20
3d20 ⇒ (12, 7, 19) = 38
He cuts down the three beside him and moves forward, making sure not to step on the green tile.
Rognar Grimtooth
|
Rognar will cure light wounds on anyone requiring assistance when they come to the middle and cast shield other and give a ring to Koldur so from this moment on I will take half his damage.
| Koldur of the Axe |
Round 20
If the Zombies were Wheat, then Koldur was the reaper as his axes take their toll on undead flesh.
Two weapon Fighting
Moonshine 1d20 + 11 ⇒ (3) + 11 = 141d10 + 7 ⇒ (3) + 7 = 10
D.Maulaxe 1d20 + 9 ⇒ (18) + 9 = 271d6 + 5 ⇒ (1) + 5 = 6
| Seraphina Medvyed |
Seraphina stepped to be back to back with Hundor as she slashed at another zombie.
Round 20 Accepting Raging Song, +2 to Str = 22, 33 hp, AC 22
Swift Action: Charge arcane strike
Full attack action
Move 5-foot step
Claw Attack+BC+P: 1d20 + 9 + 1 + 1 ⇒ (11) + 9 + 1 + 1 = 22 Damage+AS+P: 1d4 + 6 + 2 + 1 ⇒ (2) + 6 + 2 + 1 = 11
Claw Attack+BC+P: 1d20 + 9 + 1 + 1 ⇒ (12) + 9 + 1 + 1 = 23 Damage+AS+P: 1d4 + 6 + 2 + 1 ⇒ (1) + 6 + 2 + 1 = 10
Battle Cry, Prayer and Arcane Strike figured in
Sable Soren
|
Round 21
He quickly double moves back to the center to get healed. Did I miss some healing somewhere?
| Hundor |
Round 21
He nods to Seraphina and takes a step to the side to be in front of the green tile, moving a few of the body parts with his foot.
| Seraphina Medvyed |
Rognar channeled but it was in the previous wave, here.
With no hint of what they would face next, Sera simply made sure her wrist sheath was rewound and ready to use again. "Over half-way through." She said with a hopeful smile.
| Ingvarr Battlecaller |
Round 21:
Raging Song 6, Battle Cry Round 3
Ingvarr retreats to the center of the room and refreshes his Raging Song, drawing his longbow to be ready for the next wave.
| Koldur of the Axe |
Are we in the same room with the doors and tiles?
Koldur rushes to take a position on a tile and readies his axes to strike.
"I'm guessing that the previous rules are the similar and that we have to defend the tiles." He calls out.
Koldur rushes back to take up position on the front. He'll be the wall to break their wave never mind that recent events have taken their toil of his body. Lol con damage
"Get ready for their rush."
| Hundor |
Hundor also shouts hoping for a response, "How many levels are to the tower?"
| GM Wolf |
Yes you are in the same room with the green tiles. I can't update the map if someone could move them back to roughly what it was at the beginning of the last wave that would be great.
The center platform also glows green as the surface becomes transparent.
The big booming voice does indeed respond to Hundor, "There are 50 levels to the tower. You are presently on the fourth floor. Once done with Wave 5, raise your hands to skip the restoration level."
Round 22
The doors open again releasing undead again these humanoid creatures have long, sharp teeth, and their pallid flesh is stretched tightly over their starved frames. Similar to the one who had armor last wave. They only shamble out 10 or 15 feet from their entrance, 3 at each door.
As you will all soon know getting within 10 feet of these enemies you find they exude an overwhelming stink of death and corruption in a 10-foot radius. Those within the stench must succeed at a DC 15 Fortitude save, or be sickened for 1d6+4 minutes. For each one you come within that range of.
3d20 ⇒ (12, 19, 1) = 32
Only one of the ghasts get by Yolanda and it stops beside her as the door slams shut splattering the other two all over Yolanda. So only one beside Yolanda who moved to the South wall next to Hundor and Seraphina.
Sable Soren
|
He gets healed by the channel earlier 44+8=52 and then gets a cure light wounds from Rognar, 1d8 + 4 ⇒ (4) + 4 = 8 52+8=60. "Thanks Rognar!" He quickly says.
Round 22
He quickly moves back to his original spot and charging one of the targets in his large form, accepting the rage. Slicing his first target in half and then doing a finishing cleave to take down another one. The stench hasn't affected him yet....
DR/3 magic _ AC 21
2d20 ⇒ (17, 11) = 28
Fort DC 15: 3d20 ⇒ (16, 15, 9) = 40
| Yolanda the Dark Angel |
Roumd 21 and 22
As the spells still hold and Rognar is there to heal she moves to help Hundor and Serahina. As she arrives she says, "I think it would be best to help each other clearing a corner then going to the next." Standing in front of the other green tile she holds her Halberd, readied to strike anything that comes out. Thinking about it again she charges the door and places her halberd across the entrance hoping to stop them from coming unto the room.
| Ingvarr Battlecaller |
Perception: 1d20 + 11 ⇒ (12) + 11 = 23
Religion: 1d20 + 12 ⇒ (15) + 12 = 27
Round 22:
Raging Song 6 / Lingering Song 1, Battle Cry Round 4
(Recall that the +2 to Constitution also increases your Fortitude Save)
Calling out warnings about the type of undead he sees once again, Ingvarr remains in the middle of the room, using his Wand of Protection from Evil, Communal on those within his reach, then moving to the very center of the platform and looking at the moving body parts, thinking, "This does not look good."
(Ingvarr and those of you near enough to touch during the beginning of round 22 get the benefit of Protection from Evil, so +2 more on those Fort saves as well as the +2 deflection bonus)
| Koldur of the Axe |
Round 21
Koldur adopts a pensive stance as he considers what the voice said.
"What does the restoration level do? What is its purpose and limits?" The aged dwarf asks as he stands his ground waiting for their foes to come.
Round 22
Koldur attempts to stand his ground but it appears that...something else might bring the valiant dwarf down with all his previous wounds. Thus the dwarf retreats.....He's of no use to anyone dead.
| GM Wolf |
The voice booms back in response to Koldur's questions, "On a restorative level you choose one of three paths or rooms. The first room is a restorative room healing your wounds. The second room rejuvenates your spells or special abilities. The third room is a treasure room, you may select one magical item fully identified and ready to use, no limits, and you can carry as much wealth that you can grab. The quality of these rooms increase each time you skip one. At the moment the restorative room would heal your hit points and neutralize an ailment, if skipped again you would be targeted by a restoration spell. The rejuvenation room would restore 1/4 of your spells or daily uses of specials, next level would be 1/3. The treasure room's magical item is max 4,000 gold pieces in value, next skipped level would be 7,000 gold pieces."
Round 21
Koldur waits ready to fight. Sable backs up and gets healed by Rognar. Ingvarr retreats to the center of the room and refreshes his Raging Song, drawing his longbow to be ready for the next wave.
Round 22
Koldur retreats for healing. Rognar channels to destroy all the undead around him. The bits and blood all stop moving for the round. Yolanda moves over to help Hundor. Sable takes down two of the ghasts.
Ingvarr announces, "Although these creatures look just like their lesser kin, ghouls, the ghasts are far more deadly and cunning. They can paralyze with their venom, which is coated in their claws too!"
Round 23
The bits and pieces of the corpses outside of the 30 foot radius from Rognar begin to move in slowly as the other pieces don't move. Yolanda blocks the path to all but one of the ghasts. The ghasts change their behavior quickly aiming to use flanking and trying to open as many doors as possible. Also staying away from Sable's reach.
Sable Soren
|
Round 23
vs. stench DC 15, need a 6: 5d20 ⇒ (1, 15, 13, 6, 10) = 45 :X
DR/3 magic _ Charge, then 4 AoO, _ AC 20
PA, Elven Courtblade, boosts: 1d20 + 14 - 2 + 3 ⇒ (14) + 14 - 2 + 3 = 29 damage: 2d6 + 13 + 6 + 4 ⇒ (1, 4) + 13 + 6 + 4 = 28
PA, Elven Courtblade, boosts, sickened: 1d20 + 14 - 2 + 3 - 2 ⇒ (5) + 14 - 2 + 3 - 2 = 18 damage: 2d6 + 13 + 6 + 4 - 2 ⇒ (6, 2) + 13 + 6 + 4 - 2 = 29
PA, Elven Courtblade, boosts, sickened: 1d20 + 14 - 2 + 3 - 2 ⇒ (12) + 14 - 2 + 3 - 2 = 25 damage: 2d6 + 13 + 6 + 4 - 2 ⇒ (6, 6) + 13 + 6 + 4 - 2 = 33
PA, Elven Courtblade, boosts, sickened: 1d20 + 14 - 2 + 3 - 2 ⇒ (11) + 14 - 2 + 3 - 2 = 24 damage: 2d6 + 13 + 6 + 4 - 2 ⇒ (3, 3) + 13 + 6 + 4 - 2 = 27
PA, Elven Courtblade, boosts, sickened: 1d20 + 14 - 2 + 3 - 2 ⇒ (18) + 14 - 2 + 3 - 2 = 31 damage: 2d6 + 13 + 6 + 4 - 2 ⇒ (2, 4) + 13 + 6 + 4 - 2 = 27