Savage Blight - Rune Stoners go north

Game Master Rev Rosey

Part 2 of the Rune Stones saga.
Levels 3-5 and the introduction to Kyleth.


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Vel's bolts of flame turn G1 and G5 into cinders, clearing the way to the Maw.

Back to the original init order folks.

MAP

Kia is up
Reason
Gnolls - if any of them last that long
Gobi
Hobgoblin
Arianwyn
Whiteclaw
TRK
Vel


Female Eladrin Warlord/10

"Well done everyone. Now, cover for me!"

Clutching her backpack tightly so that no-one will be able to take it away this time, she runs through her party and end up at N9 (double move at a run, dodging around G6 to avoid an OA) and hoping 49HP will be enough. If she can't get to N9 let me know and I will need to rethink her move.


Kia sprints wildly across the floor, deftly avoiding the remaining gnolls and the bloody floor to arrive triumphantly beside the edge of the mining platform. Her movement attracts the attention of the hobgoblin and he twists the knife into the dying elf, allowing more blood to pour out. Beneath her feet, Kia feels the earth start to tremble, and from far above comes a tormented shriek. She just catches a glimpse of a flash of white in the sky.

As soon as she enters the room, Kia feels the skull in the backpack kick into panicky life. Fierce tendrils of psychic power reach out, seeking for a victim. G6's eyes widen in a mixture of pain and exultation as it falls, frothing to its knees and the skull begins its onslaught.

G6 has a higher wisdom score than the hobgob. It's comfortably failed to beat off the first attack.

MAP

Reason is up
Gnolls
Gobi
Hobgoblin
Arianwyn
Whiteclaw
TRK
Vel
Kia


Female Eladrin Warlord/10

Kia looks wildly about her. Then shouts at whoever will hear her.

"Leave that one alone!" she says pointing to the writhing gnoll (G6), "take that one down for me if you can!" pointing to G2. "We cannot fall at this time. The skull can't attack any of you while it is struggling with the gnoll!"


Kia Rubarka wrote:

Kia looks wildly about her. Then shouts at whoever will hear her.

"Leave that one alone!" she says pointing to the writhing gnoll (G6), "take that one down for me if you can!" pointing to G2. "We cannot fall at this time. The skull can't attack any of you while it is struggling with the gnoll!"

Gobi peers in the door and looks left at the gnoll that kia is pointing at. "Aye, hello love." he grins at the gnoll


Male Tiefling Cleric 11

Reason heeds Kia's request, and moves to where he can blast the indicated gnoll.

move to Q12. Lance of Faith vs G2 Ref 1d20+7=9

..And instead blasts the floor.


Male Eladrin Warlock (Feypact) 13 - Multiclass Bard - Hexer Paragon Path

Arianwyn grins despite their predicament as Kia runs across to the Maw, "I had not thought that the spirit of daring had worn so thin, I am glad to be proved correct" he says with glee.


The gnolls start to gather around Kia, snarling and looking for openings. G2 can't hold back and launches himself at her, jaws wide open.

G2 v Kia. 5hp 5 for adjacent ally. On hit make secondary bite attack doing further 5hp damage. (1d20 10=29). 10hp damage to Kia.. No adjacent allies, so no extra 5hp.

MAP

Gobi is up
Hobgoblin
Arianwyn
Whiteclaw
TRK
Vel
Kia
Reason
Gnolls


Gobi takes out his shield and moves forward into the fight, once getting into the fray he shifts into a defensive stance.

Minor action, to take out my heavy shield. move to P11 (staying away from g6) and a standard to go on total defense


Gobi prepares for the worst as the hobgoblin brutally drops the dying elf and kicks it contemptuously into the Maw. Turning to Kia, he opens his fist and hurls raw energy at her, forcing her away from her goal and battering her with pure force.

Force Pulse (Fort) v Kia. On hit target takes force damage and is slid three squares. (1d20 9=18, 2d6 5=9). 9hp damage to Kia and she is moved back 3 squares.

As the body hits the Maw, the tortured ground shakes again, forcing the hobgoblin, gnolls, Kia, Gobi and Reason to fight for their footing.

Right folks. Things just got a little more complex. You'll need to roll Athletics or Acrobatics checks to stay on your feet and move. DC10 this round (for these purposes the DC rises on the hobgoblin's turn - but please regard this as a placeholder. Killing him won't stop the ground shaking). For each step you take into this room, roll the check. If you make it, move on. If you don't, you're prone.

Note that G6 (now differently coloured to identify him, is already kneeling and doesn't need to make a roll. Reason, Gobi and Kia need to start making rolls as soon as they try to move. Everyone else, as soon as they step into the room.

MAP

Arianwyn is up
Whiteclaw
TRK
Vel
Kia
Reason
Gnolls
Gobi
Hobgoblin - and the move DC goes up.


Male Eladrin Warlock (Feypact) 13 - Multiclass Bard - Hexer Paragon Path

Move to R15 - concealment gained. Acrobatics - 1d20+4 = 14. Yes! (also thanks to his cloak, ranged attacks from more than 5 squares away take a penalty). Curse G2 if I have not already. Witchfire on G2 - 1d20+6 = 19 vs Ref. Damage - 12 fire damage + 6 normal damage and G2 takes -4 penalty to attacks until end of my next turn.

Arianwyn stalks into the room, surrounded by a howling mist, crying aloud "Your doom is upon you, spawn of Yeenoghu!" before setting one on fire.


The gnoll explodes as Arianwyn's fey fire detonates around it.

All - movement clarification

Spoiler:

I need you to make that DC10 for each square you try and enter, not each move action. Which I know is a pain, but that's the way it is. Teleporting is fine of course, but you'll still need to make the Athletics/Acrobatics check at the start and end of the moves to see if you land on your feet or not. Think earthquake building up and constantly shifting ground.

G2 is definitively gone, regardless of how far Arianwyn gets.

MAP - subject to revision in case Arianwyn falls over on the way to where he wants to be.

Whiteclaw is up
TRK
Vel
Kia
Reason
Gnolls
Gobi
Hobgoblin - ground DC rises
Arianwyn


does gobi's stand your ground bonus as a dwarf grant me an additional saving throw in this case?
Athletics (1d20+2=9)


I think so. It's part of the joy of being a dwarf. You don't need to roll it until you have to move though.


Rev DM wrote:
I think so. It's part of the joy of being a dwarf. You don't need to roll it until you have to move though.

ahh gotcha, which I'll be doing a bit of. Gobi needs to get himself some ranged capability for times like these!


Gobi Thovir wrote:
Rev DM wrote:
I think so. It's part of the joy of being a dwarf. You don't need to roll it until you have to move though.
ahh gotcha, which I'll be doing a bit of. Gobi needs to get himself some ranged capability for times like these!

I was thinking that at the end of Rune Stones. His dex is low, but some kind of crossbow wouldn't go amiss.


Rev DM wrote:
I was thinking that at the end of Rune Stones. His dex is low, but some kind of crossbow wouldn't go amiss.

Yeah was thinking crossbows could be gobi's flavor, maybe javelins also then I wouldnt have to worry about that dex problem. if he manages to find a throwing shield, that would be good too. It was just one of those things that I thought I had covered but overlooked.


Female Gnoll Warden 12 (Icewrought Sentinel)

With a furious growl, Whiteclaw rushes into the fray, her target the hobgoblin.

Movement will be a run. So, baddies get CA vs me till next turn. I'm really starting to like being able to move 9 when needed, just giving up CA. Until a rogue type gets me at least.! Moving M15-L14-K13-J12 (Gnoll gets OA)-J11. 5 rolls at 1d20+8 to see if I stay up: 23, 20, 20, 11!, 19. Hit hobgoblin with Tide of Iron. 1d20+10=24. Damage: 1d10+4=10, and I push him to I11 and try to give him a lava bath! I believe he gets a save to avoid being pushed off the edge. If he does fall, I shift into his square to try and keep him from escaping, if he lives. And, I mark him if he doesn't become Crispy Hobby Wings.


You can get there, just. You have to go through N15 first (can't cut off the corner) but you can make it. Could I have another athletics/acrobatics check from you please for the extra square? I'll apply it wherever you like if it's a fail.


Female Gnoll Warden 12 (Icewrought Sentinel)

1d20+8=10. Wow, I almost missed it! Yay trained Athletics :)


Whiteclaw hurls herself across the floor, ignoring spilled blood, the earthquake and a desperate attack from a gnoll as she passes. Striking the hobgoblin, she hits hard and tries to knock the evildoer into the Maw. Driven by a ferocity as great as her own, he manages to keep his balance and contents himself with swapping places with her, easily keeping himself upright as the ground rumbles treacherously beneath them both.

OA on Whiteclaw. 5hp. On hit does additional 5hp damage with secondary bite attack. (So why they don't just call it 10hp damage is more than I can understand). (1d20 10=13). Miss.

Hobgoblin - Save v falling (1d20=10)

Hobgoblin - Athletics to stay upright after forced move. (1d20 4=14)

Note that from here on in, if an effect moves you, you need to make an athletics check at whatever the current DC is, at the end of the move.

MAP

TRK is up
Vel
Reason
Kia
Gnolls
Gobi
Hobgoblin - earthquake DC goes up
Arianwyn
Whiteclaw


TRK moves to R14; activates Sacred Circle.


Female Human Wizard 11 / Master of Flame

Vel moves for better line of sight (O16) and more golden flames erupt, this time between the hobgoblin and the remaining hostile gnoll.

Scorching burst vs Ref H, G4 (1d20+8=9, 1d20+8=18, 1d6+6=12)


Male Eladrin Warlock (Feypact) 13 - Multiclass Bard - Hexer Paragon Path

Further Acrobatics checks - 14, and 7. So I fall down in the square I'm in. Teleport to S12 upon the death of G2, so I am still prone.


The Rogue Knight wrote:
TRK moves to R14; activates Sacred Circle.

TRK, you can only get to Q14 - hard corner around the door. I also need three Athletics checks from you at DC10, one for each square of earthquake wracked ground you're trying to cross. I'll roll them for you to save time.

Athletics to cross ground (DC10) (1d20 3=20, 1d20 3=9, 1d20 3=7). You get as far as P14 before you fall prone.

The Rogue Knight ventures into the room but the tormented ground beneath him thrashes unexpectedly, hurling him to the ground, like Arianwyn before him. Even as he falls, he invokes Kord's protection and a zone of divine power arises round him.

Anyone within the blue lines to the end of the encounter is +1AC.

Vel edges into the doorway and casually incinerates G4 as the hobgoblin ducks aside and fixes his gaze on the gathering companions.

MAP

Kia is up
Reason
Gnoll 6 - round 2 of skull possession attempt
Gobi
Hobgoblin - earthquake gets worse
Arianwyn - prone
Whiteclaw
TRK - prone
Vel


Just for your further information, the Maw is not lava. Think of it as closer to radioactive mud. It delivers acid damage if you fall into it. The skull needs to be dropped into one of the dark bits.


Female Eladrin Warlord/10
Rev DM wrote:


To destroy the skull, you need to get to where the elf is being killed and drop the thing into the Maw. Please note that I am extremely open at this point to any suggestions and plans you may have to use your powers in unusual ways.

Not sure I can see a dark bit where the elf is, but I am assuming what you said earlier still holds

With staunch determination, Kia moves back to N9, her chosen home square, blinks out of existence and reappears at I9.

Athletics checks. (1d20+5=24, 1d20+5=20)

Landing safely (after the teleport). (1d20+5=14)

Determinedly she takes the skull from the top of her pack (minor action) and drops it into the Maw to join the unfortunate elf.

Then she braces herself for the worst.


In a single instant, the world changes.

As the skull lands in the Maw, the remaining gnoll rises and expands horribly as Obitu Que makes a last desperate attempt to stay alive. Ichor drips as the gnoll flesh cracks and shreds, unable to sustain the force of the Glazberu, it lurches towards Kia, claws outstretched and howling in agony.

The tortured land explodes, rocking the ground beneath you and sending gouts of Blighted earth high into the air. As you fall, you just see the hobgoblin clutching his staff and preparing to strike. Sustained by some unholy power, he has remained on his feet.

The ground continues to shake as the Maw starts to fold in on itself. From far above, another tortured scream can be heard and the Forge begins to collapse, unable to withstand the forces writhing beneath it.

Maw explode (Burst 10) (Ref): On hit all targets are prone and take 3d8 damage (1d20 13=28, 1d20 13=30, 1d20 13=14, 1d20 13=22, 1d20 13=19, 1d20 13=21, 1d20 13=33, 1d20 13=17). In order those were against Kia, Whiteclaw, Hobgoblin, G6, Vel, Gobi, Reason and TRK. Arianwyn was just outside the blast zone.

In a bizarre twist of fate, the only one of you not affected by it was the hobgoblin - and Vel if she gets her Shield up.

Maw damage (3d8=6). You lot have charmed lives. With the sole exception of Reason, who took a crit and has 24hp lopped off him, the rest of you take a measly 6hp. It's all acid damage.

Movement DC is still 10. It will go up again when the hobgoblin's turn comes around.

MAP

Reason is up - prone
Gobi - prone
Hobgoblin
Arianwyn - prone
Whiteclaw - prone
TRK - prone
Vel - prone?
Kia - prone

Get yourselves out of there chaps. It's not going to get any better. Just a word of friendly DM advice.


Female Eladrin Warlord/10

"Everybody, just RUN! I'll be alright!"

And Kia is bloodied (24HP).


Map amended.


Female Human Wizard 11 / Master of Flame

Vel does throw her Shield up, deflecting the debris, then flees as the proverbial bat at Kia's instruction.

Double-run away from the maw until something else happens


Vel flees, noticing as she does so that the structural damage to the Forge is starting to break open the doors holding back the inferno of Kyleth's rooms.

repost of the MAP Vel got from the Raven.

Your shortest route out is back to the room you fought Garak the ogre in and via the back door you didn't take.


Female Human Wizard 11 / Master of Flame

Vel calls, "This way!" and leads by what she believes to be the safest route.


Male Tiefling Cleric 11

Hmm.. post monster strikes.

A badly battered Reason attempts to stand, and succeeds on the second try.

Acrobatics 1d20+0=6,15

"Help" he mouths to Gobi.


Gobi uses his hammer to stand himself up Athletics (1d20+2=20), then he focuses his energy but to no avail (I have no lay on hands uses left, what else can I do to help?)


The hobgoblin points his staff at Kia as she clings to the edge of the platform and with desperate eyes hurls a ball of force in her direction.

Hobgoblin v Kia (Fort) On hit, slide target 3 squares. (1d20 7=10, 2d6 5=14)

The blast misses her and the hobgoblin steps away from the edge, struggling to keep his footing on the violently shifting ground. He gets one step before his legs give and he falls. The ground rocks again, seemingly trying to devour the evil cast into it.

Acrobatics to move, DC10 (1d20 4=19, 1d20 4=6, 1d20 4=23, 1d20 4=24, 1d20 4=12, 1d20 4=22, 1d20 4=13). He was trying to run and failed.

MAP

As far as getting yourselves out goes, I am quite happy for you to try and help each other in whatever way you please. The priorities are likely to be Reason and TRK, who are both in single figure hp and have no surges. Tell me what you want to try and do and I'll set the necessary DCs.

Movement DC is now 12

Arianwyn is up - prone
Whiteclaw - prone
TRK - prone
Vel - posted, running
Kia - prone
Reason
Gobi
Hobgoblin - prone. Movement DC goes up again


Male Tiefling Cleric 11

Was I correct in assuming that we need to roll to stand up?


Reason wrote:
Was I correct in assuming that we need to roll to stand up?

No. And I should have picked up on that. You can stand up just fine. If you move you need to roll. A point worth remembering is that you can crawl. This is half speed prone movement, but you don't need to roll the athletics/acrobatics checks.


Male Tiefling Cleric 11

Ah. Then Reason should have stood, moved one square, and fallen, with my rolls. Say, P13. Or does he fall before moving?


That's right. He stood up, got one square and fell over. Map amended.

MAP

Move DC 12. Prone movement (aka crawling) allows you to move at half speed without making the Acro/Ath check. Once back in the pink corridor you can move as normal.

Arianwyn is up - prone
Whiteclaw - prone
TRK - prone
Vel - posted, running and pathfinding a way out
Kia - prone
Reason - prone
Gobi
Hobgoblin - prone - Move DC goes up


Male Eladrin Warlock (Feypact) 13 - Multiclass Bard - Hexer Paragon Path

Arianwyn teleports to N15. Curses Hobbo. Crawls to N18. Two moves and a minor.

"Die with your mistress, whelp," Arianwyn snarls as he makes his way back into the corridor.


The hobgoblin raises his head and snarls back at Arianwyn. "Her power will save her and us." - but a tiny flicker of doubt crosses his face as he looks towards Kyleth's rooms.

MAP

Move DC12

Whiteclaw is up - prone
TRK - prone
Vel - posted. Running and pathfinding
Kia - prone
Reason - prone
Gobi - prone
Hobgoblin - prone. Move DC goes up
Arianwyn


Male Eladrin Warlock (Feypact) 13 - Multiclass Bard - Hexer Paragon Path

I'm still prone. I crawled. But I do gain concealment as I moved 3 squares. :D


Arianwyn wrote:
I'm still prone. I crawled. But I do gain concealment as I moved 3 squares. :D

Well, that's nice for you. I love the image of Arianwyn for the first time ever trading style for practicality and crawling. Map amended.


Female Gnoll Warden 12 (Icewrought Sentinel)

Whiteclaw shakes her head to Kia. "I'll run when you do. I'm not leaving anyone behind." The gnoll rises to her feet and moves to loom over the hobgoblin.

1d20+8=12. Wow, just making these. Yay for excitment. Basically, I'm trying to both give Kia a safe way out and make sure Hobby doesn't go into the mud to try and save the skull.


TRK manages to get back on his feet but the shaking knocks him back on his rump.

Athletics 1d20+3=10


Whiteclaw wrote:

Whiteclaw shakes her head to Kia. "I'll run when you do. I'm not leaving anyone behind." The gnoll rises to her feet and moves to loom over the hobgoblin.

1d20+8=12. Wow, just making these. Yay for excitment. Basically, I'm trying to both give Kia a safe way out and make sure Hobby doesn't go into the mud to try and save the skull.

Whiteclaw, can you just check I've put you where you want to be?

Movement DC12

MAP

Vel - already posted
Kia is up
Reason
Gobi
Hobgoblin - movement DC goes up
Arianwyn
Whiteclaw
TRK


Female Gnoll Warden 12 (Icewrought Sentinel)

That's fine. I oopsed and didn't give a movement square. My bad.


Female Eladrin Warlord/10

Kia takes a moment to pull herself together and looks respectfully at Whiteclaw.

"I admire your courage and your recklessness Whiteclaw, but if it should be that I die, then it would be a waste for you to die too. Leave the hobgoblin to its fate, I think it only wants to get out of here as much as we do."

Inspiring Word healing. (1d6+16=22)

Running. (1d20+9=25, 1d20+9=27, 1d20+9=21, 1d20+9=16, 1d20+9=23, 1d20+9=27, 1d20+9=19)

Today, IC likes me!

Inspiring word for 22HP giving her a grand total of 46HP - almost full health then running to O12 (with J9 counting as difficult terrain) J9-K9-L9-M10-N10-O11-O12)

"Come on, Whiteclaw, we'll leave here together."

How is everyone for HP? Kia has one inspiring word left which she can hand out.


As if she had been born for such a moment, Kia springs upright and dances her way off the platform, her feet unerringly finding the safest route among the debris of the chamber. It seems as if the land itself is helping her passage.

Movement DC12

MAP

Reason - prone
Gobi
Hobgoblin - earthquake DC goes up
Arianwyn
Whiteclaw
TRK
Vel
Kia

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