| Rev DM |
As you traverse the bridges, you feel more and more certain that Moil is watching you. The city stretches before you, desolate and collapsing, and the palpable menace seems to shudder just out of the edges of your vision.
At length the horrid journey ends in another tower, even more derelict than your arrival point and you know that you must cross to reach the only building in sight. As you approach, you see that this tower has been sheered off at an angle and that the shattered floor is a mixture of open spaces dropping to the horrible sludge below. Here and there pools of vile necrotic essense well up.
As you approach, you can see movement. Fragments of bone and body parts rustle, seeking living prey. With the benefit of Tavar's ritual still covering you, the group can pass easily to the exit.
| Rev DM |
Colour coding explanation.
The solid blue is what you're walking on (approaching from the left hand side, so 1M-1O).
Mottled blue is fifty feet down and your old friend, the necro-sludge.
Green glop is more necro sludge. Entering or starting your turn in it won't affect you as you're temporary undead, but if you're not, you're dazed to the start of your next turn.
The black pillar in the middle is holding up the tower and delivers 10 cold/necro damage if you start a turn adjacent to it. That applies to anything that doesn't have resistance, it's got nothing to do with being alive.
The exit is top right (A-C/17-19).
| Barel Dlode |
Barel doesn't like the look of the wriggling body parts, but is anxious to continue.
"Lets let bad enough alone; maybe the easiest path is along the northern edge of this tower?" and he points in that direction.
Heading clockwise towards G7, avoiding being adjacent to the pink squares, towards where there will only be one small jump. And then on through the general area of C11 to the exit.
| Rev DM |
Take 833XP (half) for bypassing the Moilean Barrow. Total 34,700XP.
Another Endurance check from you all please.
Frozen to the bone, the band arrives at what can only be journey's end. This last tower was once square, but now the walls have crumbled to an extent that they barely exist. Sheered off to form a smooth circle, portal sigils glow. Where is leads cannot be discerned, but it clearly represents your only method of leaving Moil and unravelling the mysteries before you.
You realise however that the atmosphere of Moil - and perhaps something else - have contrived to set wards in place. Removing them must be your first task.
Terrain notes: the usual 50 foot drop into necro-sludge around the edges. Fallen pillars provide cover and are difficult terrain. You are approaching from the west.
Skill challenge:
8 successes before 3 failures.
Primary skills:
Arcana - a character must be within 3 squares to use this
Athletics - 3 successes only
Religion - a character must be within 3 squares to use this
Thievery - 3 successes only
Secondary skills
Endurance - useable only on a failed primary skill.
| Arishat |
Endurance 1d20 + 7 ⇒ (3) + 7 = 10
"Thom, Tavar, Kidlat; I think this is mostly your task. Magic is not something I am knowledgeable about. But if you need something moved or climbed upon, point it out to me. That's something I can perform." She rubs her hands together. "Bah. This place is almost enough to chill the fire in my blood."
Athletics 1d20 + 14 ⇒ (16) + 14 = 30
| Rev DM |
2d10 ⇒ (3, 10) = 13 - damage to Arishat
No sooner has Arishat started to wrestle aside the warding, than a hideous keening fills the party's ears. Behind you on the bridge a huge being - the very embodiment of the anguish of Moil - rises, its intentions clearly to rend you asunder.
It is a lot more intelligent than the thing you by-passed. It's not fooled for a second.
Please roll init (+2 from Arishat) and confirm that your tentative placing on the map is acceptable. I also need Endurance checks from everyone but Arishat.
Terrain notes: the usual 50 foot drop into necro-sludge around the edges. Fallen pillars provide cover and are difficult terrain. You are approaching from the west.
Skill challenge:
8 successes before 3 failures.
Primary skills:
Arcana - a character must be within 3 squares to use this
Athletics - 3 successes only
Religion - a character must be within 3 squares to use this
Thievery - 3 successes only
Secondary skills
Endurance - useable only on a failed primary skill.
1 success/0 failures
Init so far:
Tortured Vestige - 35
| Rev DM |
Despite his qualms, Thom understands enough about the workings of the wards to persuade them to start re-aligning. Tavar has similar success. Terror quickens even Lynore's quick fingers and she swiftly tinkers with the edges of the wards, loosening them further.
I took Tavar's Religion roll, Thom's Arcana and Lynores Thievery. I'll use the next rolls you've made whenever you're happy to sacrifice a standard action to do so.
2d10 ⇒ (6, 2) = 8 - cold damage to Thom.
2d10 ⇒ (9, 1) = 10 - cold damage to Tavar
Important: Using a skill check takes a standard action.
Terrain notes: the usual 50 foot drop into necro-sludge around the edges. Fallen pillars provide cover and are difficult terrain. You are approaching from the west.
Skill challenge:
8 successes before 3 failures.
Primary skills:
Arcana - a character must be within 3 squares to use this
Athletics - 3 successes only (2 left)
Religion - a character must be within 3 squares to use this
Thievery - 3 successes only (2 left)
Secondary skills
Endurance - useable only on a failed primary skill.
4 successes/0 failures
Init so far:
Tortured Vestige - 35
Lynore - 30 acted (made skill check)
Arishat - 29 acted (made skill check)
Thom - 16 acted (made skill check)
Tavar - ? acted (made skill check)
Barel - ?
| Arishat |
55/81hp; 7/8 surges; 0 AP
Happy with position on map.
Initiative 1d20 + 10 ⇒ (19) + 10 = 29
Note: it's actually +4 to initiative from Arishat
@Rev: If Arishat's athletics was a success, there's only two left
Move to Q21
"If you've any magic than can slow that monster, now is a good time to use it. Otherwise; Barel, do you want to come with me? We can give the others time to work things out."
| Barel Dlode |
Barel doesn't have magic he can help with, he could help with by pushing and shoving items into the correct place (athletics=+9, but you seem to have that covered).
Barel looks at Arishat, and walks with her towards the oncoming beast. "We will try to give you time to complete your task
endurance check: 1d20 + 17 ⇒ (9) + 17 = 26
initiative: 1d20 + 7 + 2 ⇒ (16) + 7 + 2 = 25
placement on map is fine, I will move on my init.
| Rev DM |
Terrain notes: the usual 50 foot drop into necro-sludge around the edges. Fallen pillars provide cover and are difficult terrain. You are approaching from the west.
Skill challenge:
8 successes before 3 failures.
Primary skills:
Arcana - a character must be within 3 squares to use this
Athletics - 3 successes only (2 left)
Religion - a character must be within 3 squares to use this
Thievery - 3 successes only (2 left)
Secondary skills
Endurance - useable only on a failed primary skill.
4 successes/0 failures
Init so far:
Tortured Vestige - 35
Lynore - 30 acted (made skill check)
Arishat - 29 acted (made skill check)
Barel
Thom - 16 acted (made skill check)
Tavar - ? acted (made skill check)
| Rev DM |
Kidlat brings his brains to bear and deactivates another part of the ward.
1d20+16=27
Terrain notes: the usual 50 foot drop into necro-sludge around the edges. Fallen pillars provide cover and are difficult terrain. You are approaching from the west.
Skill challenge:
8 successes before 3 failures.
Primary skills:
Arcana - a character must be within 3 squares to use this
Athletics - 3 successes only (2 left)
Religion - a character must be within 3 squares to use this
Thievery - 3 successes only (2 left)
Secondary skills
Endurance - useable only on a failed primary skill.
5 successes/0 failures
Lynore
Tortured Vestige
Arishat
Barel
Kidlat
Tavar
Thom
| Rev DM |
Lynore works frantically as the Tortured Vestige teleports closer, filling the group will fear and reducing their ability to help themselves.
Misty tendrils extend, seeking living flesh to engulf and add to its enormous bulk.
Lashing Mist. Makes four misty tendril attacks, but not more than two against the same target. If both attacks hit, the target is grabbed. If either attack hits, target takes 10 ongoing necrotic damage (se)
Targets Arishat and Barel (AC)
1d20+25=27 - Vestige v Arishat. Miss
1d20+25=44 - Vestige v Arishat. Hit
1d20+25=32 - Vestige v Barel. Hit
1d20+25=45 - Vestige v Barel. Hit (Crit)
2d8+9=22
All except the ongoing is untyped damage
22 damage to Arishat and takes 10 ongoing necrotic damage (se)
25 damage to Barel from the crit
19 damage to Barel from the other attack. Taking 10 ongoing necrotic and is grabbed
Barel writhes as the Vestige absorbs him into its hideous being.
Minor: Engulf (Will). Can only be used on grabbed target.
Engulfed creatures are pulled into the Vestige's space. While engulfed a creature is restrained and when the Vestige moves, the creature moves with it. Engulfed creatures only have line of effct on the Vestige and only the Vestige has line of effect on the engulfed creature. When an engulfed creature escapes, it appears in a square of its choice adjacent to the Vestige
1d20+23=38 - Vestige v Barel. Hits. He is engulfed.
Just checking exactly what you need to do to get out of that as it is far from clear to me.
2d10=17 - untyped
2d10=10 - necrotic
Barel takes another 27 damage
Total damage to Barel this round: 61 untyped, 10 necrotic and 10 ongoing necrotic.
Terrain notes: the usual 50 foot drop into necro-sludge around the edges. Fallen pillars provide cover and are difficult terrain. You are approaching from the west.
Note that the Tortured Vestige has an aura 5. Enemies within the aura take a -2 penalty to attack rolls, skill checks and ability checks.
Skill challenge:
8 successes before 3 failures.
Primary skills:
Arcana - a character must be within 3 squares to use this
Athletics - 3 successes only (2 left)
Religion - a character must be within 3 squares to use this
Thievery - 3 successes only (1 left)
Secondary skills
Endurance - useable only on a failed primary skill.
6 successes/0 failures
Arishat - taking 10 ongoing necrotic (se)
Barel - BLOODIED?; engulfed; restrained; taking 10 ongoing necrotic (se)
Kidlat
Tavar
Thom
Lynore
Tortured Vestige - two shrouds
| Arishat |
Has the map updated for anyone else?
Arishat, 23/81 hit points, 7/8 surges, ongoing 10 necrotic (se)
Standard Action, Second Wind, recover 20hp to 43/81.
Minor, Inspiring Word on Barel, he recovers and extra 3d6 ⇒ (1, 3, 4) = 8 hit points and can make an immediate saving throw with a +2 bonus.
Move, I want to move close enough to the vestige to use inspiring word.
Saving throw against necrotic damage 1d20 ⇒ 17
| Rev DM |
Try it now Arishat. You are already adjacent. Note that you have no line of effect on Barel while he's engulfed.
Arishat pulls herself together and tries to find a way to help Barel.
Terrain notes: the usual 50 foot drop into necro-sludge around the edges. Fallen pillars provide cover and are difficult terrain. You are approaching from the west.
Note that the Tortured Vestige has an aura 5. Enemies within the aura take a -2 penalty to attack rolls, skill checks and ability checks.
Skill challenge:
8 successes before 3 failures.
Primary skills:
Arcana - a character must be within 3 squares to use this
Athletics - 3 successes only (2 left)
Religion - a character must be within 3 squares to use this
Thievery - 3 successes only (2 left)
Secondary skills
Endurance - useable only on a failed primary skill.
6 successes/0 failures
Barel - BLOODIED; taking 10 ongoing necrotic damge (se); engulfed; restrained (due to being engulfed); Only has line of effect on Vestige
Kidlat
Tavar
Thom
Tortured Vestige
Lynore
Arishat - +2 all defenses to start next turn (used second wind)
| Arishat |
In that case, I'll shift to R21.
Inspiring word goes to Arishat instead. Hit points now 71/81
Can I make a dungeoneering check to have an idea what it is and how to get Barel out?
Dungeoneering 1d20 + 5 ⇒ (1) + 5 = 6
Edit: not with that roll. "It's a jelly. We have to eat our way through it."
| Rev DM |
Arishat plants herself between Tavar and the Vestige and for the first time in memory, panicks comprehensively.
Feel free to invent solutions. The module is terribly unhelpful (i.e. it doesn't actually say) about how to break him out of the thing. All the attacks and effects are there in microscopic detail, just not how to get him out. Normally I guess it would be an escape roll, but if you can come up with something better than that, go for it.
| Barel Dlode |
Feel free to invent solutions.
@RevDM: Escape makes the most sense to me.
When Barel is hit by the critical, he activates his daily power from his life vine armor (immediate interrupt: healing surge +3 hp. = 31 hp healed).
After the monster engulfs him, you all hear a series of muffled curses that would make even Sinbad blush! Barel next tries to shake the ongoing necrotic damage (1d20 ⇒ 15). Next, he struggles mightily to wring himself from the nasty body of the creature. (standard action: escape-- Athletics vers fort? 1d20 + 9 ⇒ (8) + 9 = 17. Despite how silly it seems coming from within the creature, Barel marks it. Whether he succeeds with the escape attempt, Barel blows a daily, by invoking the Boiling Cloud (minor action) which results in a whirlwind of sand, blood, and grit blowing around me (close burst 1, and it moves with me). Any marked enemy within that space takes 5 damage, and Barel and any allies in the zone gain concealment. Barel considers using an action point, but then decides he may need that burst of action when his buddies get the portal open!
Ouch! Just Freaking OUCH! To sum up:
immediate reaction= healing surge +3.
Free action: mark creature
Standard action: escape attempt
Minor action: boiling cloud (creates zone close burst 1: marked creature takes 5 when in zone, allies and I gain concealment while in zone)
hp=69/115 (109 - 61 untyped - 10 necrotic + 31 from armor daily), and saved versus ongoing), not bloodied. HS=8/14. Currently in boiling cloud form.
| Rev DM |
Barel does all he can to make himself indigestible, even though his attempt to escape is futile.
Kidlat hurriedly breaks through more of the wards and drags a rope from his pack before moving towards the Vestige to help his engulfed friend.
1d20 + 14 ⇒ (8) + 14 = 22 - Arcana
Tavar - note that your earlier Arcana roll is a success (even with the -2 penalty from the Vestige's aura). If you want to use that, you are welcome. If so, you still have a move and a minor left.
Terrain notes: the usual 50 foot drop into necro-sludge around the edges. Fallen pillars provide cover and are difficult terrain. You are approaching from the west.
Note that the Tortured Vestige has an aura 5. Enemies within the aura take a -2 penalty to attack rolls, skill checks and ability checks.
Skill challenge:
8 successes before 3 failures.
Primary skills:
Arcana - a character must be within 3 squares to use this
Athletics - 3 successes only (2 left)
Religion - a character must be within 3 squares to use this
Thievery - 3 successes only (2 left)
Secondary skills
Endurance - useable only on a failed primary skill.
7 successes/0 failures
Tavar
Thom
Tortured Vestige
Lynore
Arishat - +2 all defenses to start next turn (used second wind)
Barel - engulfed; restrained (due to being engulfed); Only has line of effect on Vestige; in boiling cloud form
Kidlat
| Rev DM |
Athletics = 1d20+6
You don't need to roll another check of any kind - you already have an Arcana success from earlier if you want to use it, which would complete the skill challenge. Apologies if that wasn't clear. I just hadn't updated the successes total in case you wanted to do something else. Whatever you decide, you still have a move and minor if you wish to use them.
| Rev DM |
EDIT: Skill challenge complete. Standard action to move through the portal.
Well aware that speed is of the essence, Tavar removes the last of the warding and the way to the portal lies clear for the party. Now the only problem is how to extricate Barel from the Tortured Vestige of Moil.
Terrain notes: the usual 50 foot drop into necro-sludge around the edges. Fallen pillars provide cover and are difficult terrain. You are approaching from the west.
Note that the Tortured Vestige has an aura 5. Enemies within the aura take a -2 penalty to attack rolls, skill checks and ability checks.
Skill challenge:
8 successes/0 failures
Thom
Tortured Vestige
Lynore
Arishat - +2 all defenses to start next turn (used second wind)
Barel - engulfed; restrained (due to being engulfed); Only has line of effect on Vestige; in boiling cloud form
Kidlat
Tavar
| Thom Verikal |
Thom yells in frustration, "I have no spells to extract Barel from the Vestige, but at least I can keep it away from us!"
Move to U27
Dire Radiance:
Encounter KEYWORDS Arcane, Fear, Implement, Radiant
You cause a shaft of brilliant, cold starlight to lance down from above, bathing your foe in excruciating light. The nearer he moves toward you, the brighter and more deadly the light becomes.
Standard Action, Ranged 10, One Creature
Attack: Constitution 1d20 + 9 ⇒ (19) + 9 = 28 vs. Fortitude
Hit: 1d6 + 2 ⇒ (5) + 2 = 7 radiant damage. If the target moves nearer to you on its next turn, it takes an extra 1d6 + 2 damage.
| Barel Dlode |
Barel appreciates the thoughts and would love a teleport from someone, but failing that, he will try to escape again next turn using acrobatics instead of athletics. My acrobatics is not great, but I would guess this guy's reflex is pretty low. That is all I know to do at this point.
Barel yells as loudly as his muffled voice can. "Just don't get yourselves trapped too. When I get out, lets be ready to run!!!" Perhaps all you heard was "jus...on...apt...ou..eady..run!" but hopefully someone caught the gist of my words.
| Lynore |
Would it be possible for me to do enough damage in one hit while he is trying to escape to aid his escape attempt? or to sacrifice all my damage from a big hit to aid him? my next attack will be of at least 2d8+3d6+19, just brainstorming out loud :)
I will even be willing to burn an AP and attack if it would help him
I am using a longsword, so I am picturing a massive slice opening up
| Arishat |
Do we agree attacking it is the best solution? Arishat can use Lead the Attack. If it hits, that's +5 to everyone's attacks against the vestige till the end of her next turn - and she has an Immediate interrupt to add various bonuses to people's attacks, plus the whole warlord thing going on. This is our second encounter, so we should all get an action point - spending one isn't a bad option at that point. We could do a lot of damage in one round that way.
| Rev DM |
Note to all - You are quite welcome to use a standard action as an automatic aid another (as per PHB1). I am also open to Lynore using her attack to open a hole in the Vestige to allow Barel to escape.
Thom's valiant attempt merely bounces off the Vestige. Miss I'm afraid. This thing is vile.
Still clutching Barel, the Vestige starts to digest him and extends more misty tendril in search of fresh victims.
Minor: Sustain engulf.
Barel takes 15 necrotic damage
Lashing Mist (reach 5). Makes four misty tendril attacks, but not more than two against the same target. If both attacks hit, the target is grabbed. If either attack hits, target takes 10 ongoing necrotic damage (se)
Targets Arishat and Tavar (AC)
1d20+25=32 - Vestige v Arishat. Hits
1d20+25=43 - Vestige v Arishat. Hits
1d20+25=43 - Vestige v Tavar. Hits
1d20+25=40 - Vestige v Tavar. Hits
Arishat and Tavar are both Grabbed
Damage to Arishat and Tavar
2d8+9=19
2d8+9=15
2d8+9=13
2d8+9=18
34 damage to Arishat
31 damage to Tavar
With two more victims to choose from, the Vestige attempts to engulf the Raven Queen's servant.
Minor: Engulf (Will) (reach 5)
1d20 + 23 ⇒ (3) + 23 = 26. Miss...
Tavar manages to hold on to the shreds of his sanity even in the grip of utter horror.
Terrain notes: the usual 50 foot drop into necro-sludge around the edges. Fallen pillars provide cover and are difficult terrain. You are approaching from the west.
Note that the Tortured Vestige has an aura 5. Enemies within the aura take a -2 penalty to attack rolls, skill checks and ability checks.
Skill challenge:
8 successes/0 failures
Lynore
Arishat - +2 all defenses to start next turn (used second wind); grabbed (se); taking 10 ongoing necrotic (se)
Barel - engulfed; restrained (due to being engulfed); Only has line of effect on Vestige; in boiling cloud form
Kidlat
Tavar - grabbed (se); taking 10 ongoing necrotic (se)
Thom
Tortured Vestige