Danse Macabre

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390 posts. Alias of Amael.


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Evil Evil Evil 666

After a few moments of searching the ground, Ouda does spot some older tracks from some kind of humanoid; probably several days old but they do show signs of some traffic leading into and out of the swamp.

The fog is pretty thick, obscuring your vision to about 30-40 ft. Sorry about the late posting, its gotten a bit hectic lately, I'll try to give you all a better heads up next time.


Evil Evil Evil 666

Sturdy manages to help guide you through the forest, still holding a northwesterly direction and using the now more visible, ruins of the white tower as a landmark. As the sun begins to set in the sky, you come to a gradual degradation of the forest; vegetation and trees begin to show signs of death and decay, the presence of animals become fewer and fewer, and soon only a stinking, fog enshrouded swamp reeking of corruption stands before you; all the while the ruins of the white tower loom ominously in the background...


Evil Evil Evil 666

As the centaur begins to leave, Rin's question causes him to turn one last time towards you all. "I gained these wounds through an ambush...the lizard-kin like to strike from hiding spots and use the swamp to their advantage. Keep the direction you are going if you wish to travel to HER lair in the water ruins. Follow the ruins of the white tower and you shall find her." And with that he leaves your company.


Evil Evil Evil 666
Rin Lyulfsson wrote:

"Is there any other advice you can offer us other than to be careful?"

Rin shoulders his kit again, ready to be off.

Keep going towards the lizards of doominess.

Rin: You can make a Diplomacy check


Evil Evil Evil 666

The wounded centaur thanks you as you heal his wounds, although not as completely as you would like. All the same he thanks you for your help, saying "My thanks, outsiders, be wary as you travel to HER lands. I wish you only the best of luck." With that he leaves your company, slighly limping as he travels south and east into the woods.

It is about 2 p.m. in the afternoon, what would you like to do?


Evil Evil Evil 666

The centaur warily shakes his head in the affirmative and says, "I have been wounded by the lizard-kin that inhabit the swamps. They are her minions."


Evil Evil Evil 666

The centaur gives Ordagg and Rin a very worried look, and begins to back away from the party somewhat. "Not...alive?", questions the centaur in a slightly halting voice.


Evil Evil Evil 666
"Sturdy" Shodden Mahoen wrote:
Evil Incarnate wrote:
"I have never seen outsiders this deep into our realm...what brings you here? You say you are the enemies of Karuu?"

"We are on a quest to put an end to her existence. Could you point us to her white tower?"

Rin Lyulfsson wrote:
"Yes. Speaking of which, it isn't a good idea to say that name out loud."
Hopefully this isn't like a "Beetlejuice" thing

The centaur looks somewhat frightened, but nods his head slowly at Sturdy. "I was ambushed by some of her minions...I made the foolish mistake of hunting too close to her lands...the swamps. If you wish to seek her out, her lands lie there", says the centaur as he points in a north-westerly direction. From what you all can tell, you seem to be traveling in the right direction. "I would not go there, not if you value your lives."


Evil Evil Evil 666

At first the centaur seems as if he is ready to flee...or attack, but as Ottarr speaks, something seems to change his mind and he slowly, cautiously lowers his spear, but keeps a guarded stance. "I have never seen outsiders this deep into our realm...what brings you here? You say you are the enemies of Karuu?", asks the centaur.

Sturdy:

Spoiler:
You notice that the poor creature has a manner of wounds about his body, although not life ending, they are bleeding and could be detrimental in the long run.


Evil Evil Evil 666

The centaur raises his head, startled by the sound of Rin's voice, he looks wildly about as he grabs his spear, but does not move. You can't tell if its because of injury or decision.


Evil Evil Evil 666

With Sturdy's help, you all are able to make out what appears to be a centaur, who appears to be wounded and seeking some cover by a fairly larget tree. He doesn't seem to notice you...


Evil Evil Evil 666

Ottarr, Sturdy:

Spoiler:
As you traverse thru the increasingly thick woods, you spot in the distance (about 20 ft away) what appears to be a Centaur. He seems to be somewhat wounded and is using a large tree to rest under as he nurses his wounds...


Evil Evil Evil 666
Rin Lyulfsson wrote:

1d20+7 - Perception check

Rin fails to perceive the woods for the trees.

Magic Missile was errataed pretty extensively. In Rin's case he'd be doing 8 auto-damage with it.

** spoiler omitted **

Rin: Wow...that is extensive...up to you how you'd like to proceed, whichever you prefer is what I say, although the errata'd one seems superior from what I recall.


Evil Evil Evil 666

Rin: Doh! Terribly sorry, I forgot to address your question, although I thought I had, but when I re-read your post I realized I didnt...sigh. I havne't seen the new errata'd stuff, but is it that much different? You can use the newer version if you prefer.


You must be mistaken...


Evil Evil Evil 666

Due to the thickness of the trees, Sturdy is unable to see any signs of the ruins of the white tower, but manages to learn some information from the trees, of all things...

Sturdy:

Spoiler:
As you wander from tree to tree, you hear what sounds like voices in the wind, although there is no breeze. It sounds like something fleeting, that passes you by, but utters a soft message. "Travel deeper into this realm as you do now; you will find the dead lands; beware their treachery, lest you rest in it till your bones be food for dragon-men."

Agni flies up high into the sky, above the treetops, cawing several times as she spies what appears to be a tower of some kind in the distance, northwest of your location, although it is very far away...

You continue on deeper into the woods, traveling for several hours...

Everyone: Perception Checks, please.


Evil Evil Evil 666

You set off in a north-westerly direction towards the lair of Karuu, ever watchful of the "ruins of the white tower" that Deimos mentioned. As you travel deeper into the woods, the light of the sun begins to become obscured by the tall trees, cloaking the forest floor around you with shadow...

Everyone: Finding your direction through the woods and keeping a northwesterly direction may prove difficult here, what would you like to do?


Evil Evil Evil 666

As you look upon your gifts, Deimos looks at you all questioningly. "Make haste toward the witches lair, my heroes. You will know that you draw near when you see the ruins of a white spire. Use this as your guide and you will find her and her minions."

Everyone: Is there anything else you would like to do before you go?


Evil Evil Evil 666

No problem, Sturdy, I've been crazy busy lately too so its been a little tough.
Rin: As far as XP goes, since this is a possible one shot adventure, I'll level you up upon it's completion.
Everyone: I'll be updating the adventure probably at the end of the day to give me a moment to catch up.


Evil Evil Evil 666

Well hopefully not in a bad way :)


Evil Evil Evil 666

I hope you all like the gifts, I feel like you earned it for the last few fights. If you didn't then I'll make sure you do in the future :)


Evil Evil Evil 666
Rin Lyulfsson wrote:
"Maybe. I did wonder if we are all dead and don't know it. How could we tell if we were?"

Deimos chuckles at Rin's comment, giving him a fond smile, as he motions for several animals to come to him. Two black bears, various birds, some wolves, and Rutzgurr make their way to you; while in their hands, strapped to their backs, or clutched in feet are many different items. "Some compensation is in order, my friends. You did well to restore the shrine, although I must say I wasn't quite sure you'd be able to do it. Never-the-less, you are ready to face Karuu. Here are some trinkets that will help you overcome the witch. Treat them well and they in turn will return the favor."

Rutzgurr approaches Sturdy with an impressively massive maul and rough-looking Hide armor slung over his shoulder, while in his grasp are some fairly plain looking sandles.

Battering Maul +3, Enduring Beast Armor +2, and Boots of Eagerness

One of the black bears approaches Ouda, with leather armbands with elven runes across them, a strange goblin skulled necklace, and a interesting tribal belt of some kind.

Iron Armbands of Power, Badge of the Berserker, and Totemic Belt

The group of birds fly forth, approaching Rin with a strange gray bag and a cloak, while a wolf carries a sack that contains a beautiful, crystaline orb.

+2 Orb of Sanguinary Reprecussions, +2 Cloak of Distortion, and Gray Bag of Tricks.

Several of the wolves approach Ottarr, one bearing a beautifully crafted longsword in its maw, while another holds an amulet by its chain. As they approach Ottarr, a bird comes flying forward with a very fragile looking wand clutched carefully with its feet.

+2 Runic Longsword, +2 Master's Wand of Vicious Mockery, and +3 Amulet of Protection

Last but certainly not least, one of the black bears steps carefully towards Ordagg, a strange mask placed on top of its head, while it carries a sack containing a pair of rune covered gloves and some soft, black boots.

mask of slithering, belt of lucky strikes, and Boots of striding


Evil Evil Evil 666

Just got back, resting up for the day and catching up with the pbps. Will be posting either late night tonight or tomorrow, thanks for your patience, loot will soon follow :)


Evil Evil Evil 666

Everyone: Just a quick heads up, I'll be out of town from the 25th to the 29th and won't have much internet access and time to post, so if you could sit tight till then, and then I should be able to reward you all with fun and fantabulous trinkets.


Evil Evil Evil 666

Sturdy: No problem, I'll just need a few to pull something together for that.


Evil Evil Evil 666

Sturdy: Did you post a wishlist? I didn't see one on the OOC chat or your character sheet.


Evil Evil Evil 666
"Sturdy" Shodden Mahoen wrote:

"Deimos, we encountered an armored warrior who had "passed" some time ago leaning against the Tree of Life..." Sturdy continues to describe the skeleton figure, "Do you know who this may have been or anything about this apparently magical sword he(she) was carrying?" Sturdy points to the bastard sword in Rin's possession.

"Also, I do not mean to press you in your current state but I believe you spoke in our first meeting of some items that would aid our quest to contain this witch once and for all."

lol Compensation is in order...the only thing is that I don't see your wishlist, Sturdy, did you post it somewhere? Let me know and I'll give your rewards.

Rin Lyulfsson wrote:

No to the sword, mainly because Rin stuffed up his Arcana check. Can try again though, as some time has passed.

1d20 + 12 &#8658; (9) + 12 = 21 - id on sword.

Rin:

Spoiler:

“Sanguine”-Sacrifcial Bastard Sword +3
Level 11
The true severity of this weapon comes at a cost to the
wielder’s own vitality.
Damage: 1d10+3
Critical: 3d6
Power (Daily): Free Action. Use this power when you hit
with the weapon. Spend a healing surge, and instead
of regaining hit points, you cause the target to become
weakened until the end of your next turn.
Writing: On the blade is the phrase “With your blood;
wither your foes”.

[ooc]The Rope: Rope of Climbing


Evil Evil Evil 666
"Sturdy" Shodden Mahoen wrote:
Evil Incarnate wrote:
Once you have purified the tree of life, you can return back to Deimos home. Let me know if you all want to do anything else here or just head back
Sturdy fills his waterskin with purified water from within the cave beneath the Tree of Life.

Sturdy:

Spoiler:
For game terms purposes I'll just let you know that the water from the Tree of Life will allow you to heal double your surge value for the cost of one surge spent.
Rin Lyulfsson wrote:

Still somewhat stunned by the turn of events, Rin remains unusually silent on the journey back. At length though, he finds his tongue, long enough to ask Deimos something.

"Some of us were marked by ... the witch." Prudence and maybe fear prevent him speaking the name aloud. "Do you know what that may do to them? And can you offer us any advice, Deimos? You've fought her and you know her weaknesses - if she has any."

Deimos takes a moment to ponder the question, although it does seem to appear that he is asleep...but then a moment later he responds saying, "The marks...yes, the marks. Karuu is fond of marking her belongings, and thus she marked you. The marks mean ownership and control, and that means she may have some control over you. She is a manipulative creature, that one. Beware her charms, for the mark allows her easier access into your souls and minds. Now you must kill her or be forever hers."

For a moment he remains still, his brow furrowed in thought. "Her weakness...hmmmm that is hard to say. She is a vain, contemptuous creature, but I know of no element that she fears."


Evil Evil Evil 666

You arrive at the home of Deimos to the smell of food drifting through the night air, with Deimos giving you the most laconic of greetings. “You have done well”, is all the old shaman says to you as he motions for you to sit near him on the floor of his hut by his litter. Moments pass as you sit around the fire, hypnotized by the rhythmic dance of light and shadow that plays across the grand chamber, when Deimos finally breaks the silence. “I am glad to see that my judgment was not in error. You have passed many trials. For this you should feel honored, but the final trial is to kill the witch in her lair. Karuu lives within the swamplands, two days travel north west from here. Her lands are cursed by her malignant spirit, and as she grows in power, the lands surrounding her begin to lose their ties to the Great Spirit. Eventually everything will become corrupt and mired in swamp...unless you can stop her.”
Deimos pauses for a moment to sip his tea from a makeshift wooden cup, slowly taking in the liquid, savoring it, and swallowing with a satisfying gulp.

“Her lair is guarded by lizard-folk that revere her as a goddess, and they will defend her with their lives, as long as they fear her. Kill her and they will scatter. Time is short however, and with every day she comes closer to freeing herself from the magical binding that I have placed upon her. In her current state, she is considerably weakened, but if she were to regain her old power, she could make matters much worse for those that live in the Great Forest, and even the surrounding human villages and cities. Although I have weakened her, it was not without price, and I fear that I would not be able to counter her and her minions. And so I turn to you, my friends. I will do what I can to aid you, but in the end the fate of these woodlands, the fate of the surrounding lands, and my fate rest in your hands.”


Evil Evil Evil 666

Once you have purified the tree of life, you can return back to Deimos home. Let me know if you all want to do anything else here or just head back


Evil Evil Evil 666
"Sturdy" Shodden Mahoen wrote:

Nature Check, 1d20+11=22

Sturdy investigates the area to determine the party's whereabouts.

Sturdy: You are all in the chamber where the heart is located.


Evil Evil Evil 666

Not entirely a forgone conclusion, but you actually didn't die. Only Sturdy and Ouda truly did die in the battle; you, Rin, and Ottarr were saved.


Evil Evil Evil 666

A benevolent feeling fills your hearts as deer, bears, squirrels, birds, and other denizens of the forest gather nearby. They seem to emanate a very palpable feeling of love coming from them, although you are not quite sure why you can feel it. Then as you talk amongst yourselves, you see an impossibly bright light appear out of nothingness. It grows in size till it is the size of an ogre, but its light does not blind you, but instead fills you with hope and love. Whispers swirl into your mind, and what you perceive, is your own thoughts...but strangely enough, these are not yours. "Praise you all. You have healed that which was corrupt, and in your sacrifice, you have gained your lives. This is no payment, but a matter of course, that which would naturally occur. And so you bathe in the water of Life and so you will have life." With that the light grows impossibly bright and you are all consumed by its energy...

You wake rather calmly within the massive cavern of the Tree of Life, but what you once remembered as an oppressive, malicious presence, is now replaced with benevolence, love, and compassion. The heart beats steadily before you, although it is now white, with a radiant aura that emanates from within. The heart pumps out the blessed water in strong torrents, leaving you feeling at peace and strong. Nothing remains of the vile presence you once faced and for once, all seems right in the world...

Everyone: You're all at full hp/powers/abilities as if you had rested for a full night. No penalties for those who died. Congratulations, you fought well. Ottarr's crow, Agni in essence, saved you all. But that shouldn't detract from how well you fought. Good job :)

Everyone: The witches mark is still on you all.
Ordagg: The abomination had only 7 hp when you went down, and then it promptly died...


Evil Evil Evil 666

Rin:Everyone seems to be in good shape, actually. No signs of the wounds you took from either battles show. Even Ouda has no markings or signs of damage.


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Ordagg quickly binds Ottarrs wounds before rushing off through the water; his form blurring with the movement.

Ordagg: You succeed in stabilizing Ottarr!

The abomination turns its attention towards the dwarf, its form nearly gone, it makes a last ditch attempt and barrels down upon Ordagg, kicking up the blessed water as it flies across the chamber. The last thing he sees is its black-skinned form smashing into him head-on before everything goes black...

...and then you find yourselves, lying outside in a impossibly green forest. The location seems familiar, although for some reason you cannot place it. Things are hazy as you look around, seeing your companions in various places, but you all were lying on your backs up until this point. Now you sit, surrounded by spring and fall colored tree's, engulfed by an endless gathering of flowers, while tuffs of pollen and leaves float serenely to the forest floor; every now and then an errant tuff of pollen lands of you face or nose or hair. Everywhere around you the call of birds can be heard, singing a lilting tune that can soften even those most hardened heart.

Everyone: You are all here, even Ouda.


Evil Evil Evil 666

The acidic rain from Ordagg's spell rains down on the abomination, withering its flesh, sending chunks of blackened skin into the blessed water, which disolves it upon impact.

Ordagg: Your attack hit! The abomination is cursed by Ordagg, and blinded until the end of Ordaggs next turn.

The abomination floats over to Rin, as he hides underneath the blessed water, and continues its relentless assault on the wizard. The creature splashes the water everywhere as it pounds Rin with its barbed tentacles, all the while unconcerned with the damage the water inflicts upon its own body. It howls in pain as it attacks, and its form is nearly destroyed, with only small chunks of flesh on its bones...

Floating Abomination
Move Action: Float to K-11
Standard Action: Tentacle Rake on Rin, 1d20 + 9 ⇒ (11) + 9 = 20, Hit! ; Damage: 3d8 + 5 ⇒ (5, 7, 7) + 5 = 24 damage, and Rin is slowed and is at -2 to attack (SE/both)

Rin: I believe that attack would bring you to -13, knocking you unconcious.

Ottarr: Made your death save.

Total Damage
Rin: Takes 24 damage.

Blessed Area: The blessed area in the cavern emanates an aura of benevolence. Any evil creatures within the cavern will get a feeling of disorientation and suffer a -1 to attack rolls, and -1 to all defenses until the Tree of Life is corrupted once more.
Deep Water: The Triangles represent deeper water that acts as difficult terrain. Anyone in that deeper water may make a Stealth check to submerge under the mire and gain total concealment. The effects of this on the parasites are unknown...

Round 11
Initiative Order
Rin- (19) Dying (0/3)
Sturdy- (14) Dead
Ordagg-(13)
Floating Abomination- (12) Bloodied; -1 to attack rolls, and -1 to all defenses; blinded (grant CA/-5 to hit) till end of Ordaggs next turn (RD 11)
Ottarr (11)- Dying (1/3);

Ordagg...it's up to you...

MAP


Evil Evil Evil 666

Everyone: Like I said before, you all did an amazing job, taking on an encounter this is pretty much a level 11 challenge for 5 players... I'm glad you're not mad Sturdy, you withstood a ton of attacks and you basically last nearly the whole time under constant bombardment. All of you performed well. Stick around though, your stories aren't over yet...

Between Rin and Ordagg, they still have a chance...it's gonna be close thats for sure...


Evil Evil Evil 666

Rin's missiles impact the creature hard, this time knocking it somewhat off its balance, as its flesh falls off from the aura and the damage it is taking.

Rin: Nice Crit!

Sturdy: I need 2 death saves from ya

Ottarr: I need 1 death save from ya, and one upcoming

Blessed Area: The blessed area in the cavern emanates an aura of benevolence. Any evil creatures within the cavern will get a feeling of disorientation and suffer a -1 to attack rolls, and -1 to all defenses until the Tree of Life is corrupted once more.
Deep Water: The Triangles represent deeper water that acts as difficult terrain. Anyone in that deeper water may make a Stealth check to submerge under the mire and gain total concealment. The effects of this on the parasites are unknown...

Round 10
Initiative Order
Rin- (19)
Sturdy- (14) Dying (1/3);
Ordagg- (13)
Floating Abomination- (12) Bloodied; -1 to attack rolls, and -1 to all defenses;
Ottarr (11)- Dying (1/3);

Ordagg is up

MAP


Evil Evil Evil 666

Ordagg smashes into the annoying parasite with the full force of his hammer, shattering the creatures face and sending it down into the water for good!

Ordagg: You hit! and killed the Fast parasite 2!

The abomination chases Rin as he swims and dives under water, lashing wildly at him, all the while destroying its own body from the contact with the blessed water, and still missing Rin.

Floating Abomination
Move Action: Float to L-7
Standard Action: Tentacle Rake on Rin, 1d20 + 14 ⇒ (1) + 14 = 15 vs AC, Missed!

Rin: You lucky, lucky monkey!
Sturdy and Ottarr: Just need your Death Saves for the round

The last creature continues to wither under the aura of the blessed tree...

Blessed Area: The blessed area in the cavern emanates an aura of benevolence. Any evil creatures within the cavern will get a feeling of disorientation and suffer a -1 to attack rolls, and -1 to all defenses until the Tree of Life is corrupted once more.
Deep Water: The Triangles represent deeper water that acts as difficult terrain. Anyone in that deeper water may make a Stealth check to submerge under the mire and gain total concealment. The effects of this on the parasites are unknown...

Round 10
Initiative Order
Rin- (19)
Sturdy- (14) Dying (1/3);
Ordagg- (13)
Floating Abomination- (12) Bloodied; -1 to attack rolls, and -1 to all defenses;
Ottarr (11)- Dying (1/3);

Rin is up

MAP


Evil Evil Evil 666

Rin catches his breath as he dives under the water and swims to a better location. During the swim his sluggishness fades away...

Rin: The slowed status and -2 penalty are cleared.

Sturdy: Go ahead and roll your death save

Blessed Area: The blessed area in the cavern emanates an aura of benevolence. Any evil creatures within the cavern will get a feeling of disorientation and suffer a -1 to attack rolls, and -1 to all defenses until the Tree of Life is corrupted once more.
Deep Water: The Triangles represent deeper water that acts as difficult terrain. Anyone in that deeper water may make a Stealth check to submerge under the mire and gain total concealment. The effects of this on the parasites are unknown...

Round 9
Initiative Order
Rin- (19) +2 to all defense till the start of Rins next turn (RD10)
Sturdy- (14) Dying (1/3);
Ordagg- (13)
Floating Abomination- (12) Bloodied; -1 to attack rolls, and -1 to all defenses;
Ottarr (11)- Dying (1/3);
Fast Parasite 2- (10) Bloodied; -1 to attack rolls, and -1 to all defenses;

Ordagg is up

MAP


Evil Evil Evil 666
Rin Lyulfsson wrote:

Where is the blessed area please?

Was on 2hp, using second wind to go up to a non-majestic 13hp and +2 all defenses to start next turn.
Ideally would like to move (slowly) to the blessed area, but failing that will submerge and hope.

Rin: The whole chamber is now blessed, sorry if I wasn't clear on that. Let me know if you want to change or keep your actions, based on the information given.


Evil Evil Evil 666

Ordagg swings his hammer desperately at the annoying parasite, but misses.

Ordagg: The attack missed.

The abomination seems to hesitate as it moves closer to Rin and Sturdy's body, until it plunges its tentacles into the water, hitting Rin with its barbs, but also crying out in pain from the purifying liquid.

Floating Abomination:
Standard Action: Tentacle Rake on Rin, 1d20 + 14 ⇒ (15) + 14 = 29, Hit!; Damage: 3d8 + 5 ⇒ (7, 4, 8) + 5 = 24 damage and Rin is slowed and takes a -2 to attack (SE/both)

The parasite continues to slice away at Ordagg, even as its body withers; it seems to be just barely holding together...

Fast Parasite 2:
Standard Action: Obsidian Dagger on Ordagg, 1d20 + 12 ⇒ (14) + 12 = 26, Hit!; Damage: 1d4 + 3 ⇒ (4) + 3 = 7 damage

Total Damage
Rin: Takes 24 damage, and is slowed and takes a -2 to attack (SE/both)
Ordagg: Takes 7 damage

The creatures continue to wither in the water...

Blessed Area: The blessed area in the cavern emanates an aura of benevolence. Any evil creatures within the cavern will get a feeling of disorientation and suffer a -1 to attack rolls, and -1 to all defenses until the Tree of Life is corrupted once more.
Deep Water: The Triangles represent deeper water that acts as difficult terrain. Anyone in that deeper water may make a Stealth check to submerge under the mire and gain total concealment. The effects of this on the parasites are unknown...

Round 9
Initiative Order
Rin- (19) slowed/-2 to attacks (SE/both)
Sturdy- (14) Dying (1/3);
Ordagg- (13)
Floating Abomination- (12) Bloodied; -1 to attack rolls, and -1 to all defenses;
Ottarr (11)- Dying (1/3);
Fast Parasite 2- (10) Bloodied; -1 to attack rolls, and -1 to all defenses;

Rin is up

MAP


Evil Evil Evil 666
"Sturdy" Shodden Mahoen wrote:
Evil Incarnate wrote:
Sturdy: I have to say, goliath wardens have an impressive capacity for taking damage...
EDIT: ...had an impressive capacity for taking damage...

Sturdy: LOL we'll see, Sturdy, we'll see...


Evil Evil Evil 666

The mixture of swimming and casting spells proves to be somewhat distracting, as Rin's missile flies wide of its target...or perhaps it's bad luck.

Rin: The attack missed.

Sturdy falls under the relentless attack of the abomination, slipping under the surface of the water...

Sturdy: I have to say, goliath wardens have an impressive capacity for taking damage...

Blessed Area: The blessed area in the cavern emanates an aura of benevolence. Any evil creatures within the cavern will get a feeling of disorientation and suffer a -1 to attack rolls, and -1 to all defenses until the Tree of Life is corrupted once more.
Deep Water: The Triangles represent deeper water that acts as difficult terrain. Anyone in that deeper water may make a Stealth check to submerge under the mire and gain total concealment. The effects of this on the parasites are unknown...

Round 8
Initiative Order
Rin- (19)
Sturdy- (14) Dying (1/3); Slowed/-2 to attack rolls (SE/both);
Ordagg- (13)
Floating Abomination- (12) Bloodied; Marked by Sturdy; -1 to attack rolls, and -1 to all defenses;
Ottarr (11)- Dying (0/3);
Fast Parasite 2- (10) Bloodied; -1 to attack rolls, and -1 to all defenses;

Ordagg is up

MAP


Evil Evil Evil 666

Sturdy's thorny whip manages to wrap around the abomination, but the creature manages to pull itself free before he is able to pull it into the spikes.

Sturdy: Your attack missed.

The fast parasite lives up to its name as it defty avoids Ordaggs hammer strike, all the while drooling in anticipation...

Ordagg: Your attack missed.

The abomination continues to whip its tentacles wildly at Sturdy, slapping and cutting him with its appendages.

Floating Abomination
Standard Action: Tentacle Rake on Sturdy, 1d20 + 14 ⇒ (12) + 14 = 26 vs AC, Hit! ; Damage: 3d8 + 5 ⇒ (6, 4, 5) + 5 = 20 damage, and Sturdy is slowed and takes a -2 to attack rolls (SE/both)

Ottarr: Death save was a success (0/3)

The parasite moves in on Ordagg and lashes out with its dagger, cutting the dwarf in the shoulder.

Fast Parasite 2
Standard Action: Obsidian Dagger on Ordagg, 1d20 + 12 ⇒ (19) + 12 = 31 vs AC, Hit! ; Damage: 1d4 + 3 ⇒ (3) + 3 = 6, damage.

Total Damage
Sturdy: Takes 20 damage, and Sturdy is slowed and takes a -2 to attack rolls (SE/both)
Ordagg: Takes 6 damage.

The creatures continue to slowly die...and the Floating Abomination is now Bloodied

Blessed Area: The blessed area in the cavern emanates an aura of benevolence. Any evil creatures within the cavern will get a feeling of disorientation and suffer a -1 to attack rolls, and -1 to all defenses until the Tree of Life is corrupted once more.
Deep Water: The Triangles represent deeper water that acts as difficult terrain. Anyone in that deeper water may make a Stealth check to submerge under the mire and gain total concealment. The effects of this on the parasites are unknown...

Round 8
Initiative Order
Rin- (19)
Sturdy- (14) Slowed/-2 to attack rolls (SE/both);
Ordagg- (13)
Floating Abomination- (12) Bloodied; Marked by Sturdy; -1 to attack rolls, and -1 to all defenses;
Ottarr (11)- Death Save (0/3)
Fast Parasite 2- (10) Bloodied; -1 to attack rolls, and -1 to all defenses;

Rin is up

MAP


Evil Evil Evil 666

Streaks of magical bolts pepper the abomination, causing it some annoyance. The creature still hangs eerily in the air, lashing and whipping its tentacles all over the place.

Rin: Your attack hit!

Spoiler:
When you submerged under the water, your status ailment was undone. Unfortunately the water is now pretty clear, so you don't get total cover. But you do receive concealment vs Ranged attacks.

Spiked Area: Until end of Sturdy's turn (RD 7) the space and each square adjacent to it are filled with spikes. Any enemy that enters this spike-filled area or starts its turn there takes 5 damage. (Outer Yellow Box is extent of zone, inner yellow is the originating zone.)
Blessed Area: The blessed area in the cavern emanates an aura of benevolence. Any evil creatures within the cavern will get a feeling of disorientation and suffer a -1 to attack rolls, and -1 to all defenses until the Tree of Life is corrupted once more.
Deep Water: The Triangles represent deeper water that acts as difficult terrain. Anyone in that deeper water may make a Stealth check to submerge under the mire and gain total concealment. The effects of this on the parasites are unknown...

Round 7
Initiative Order
Rin- (19)
Sturdy- (14)
Ordagg- (13)
Floating Abomination- (12) -1 to attack rolls, and -1 to all defenses;
Ottarr
Fast Parasite 2- (10) Bloodied; -1 to attack rolls, and -1 to all defenses;

Sturdy is up

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Evil Evil Evil 666

As Ottarr falls due to the parasites blade, he collapses into the water, unconcious...

Ottarr:

Spoiler:
The water cures you of the ongoing damage, due to its properties. The first roll is for your death save now.


Evil Evil Evil 666

Everyone:

Spoiler:
You're plan was sound, Ordagg, you did what you could. Bad luck happens. You have all performed extremely well, as this is a difficult encounter for 5 characters...
Regardless, this is a rough one, probably the toughest yet, but no matter what happens, trust in me.

The abomination, having seen Ordagg and Rin switch places, floats over to the wizard and lashes out with its barbed tentacles, mercilessly whipping him. A wave of lethargy washes over Rin as the poison sets in...

Floating Abomination:
Move Action: Float to K-4
Standard Action: Tentacle Rake on Rin, 1d20 + 14 ⇒ (10) + 14 = 24, Hit!; Damage: 3d8 + 5 ⇒ (3, 3, 2) + 5 = 13 damage and Rin is slowed and takes a -2 to attack rolls (SE/both)

The parasite skillfully approaches Ottarr, lashing out once with its dagger, before scampering closer to Ordagg, flailing wildly at the dwarf with its blades. Several attacks connect, leaving small pools of blood in the water.

Fast Parasite 2:
Move Action: Shift to Q-1
Standard Action: Frenzy of Daggers (recharged conditions met)
Attack 1: at Ottarr, 1d20 + 10 ⇒ (13) + 10 = 23 vs AC, Hit!; Damage: 1d4 + 3 ⇒ (2) + 3 = 5 damage.
Free Action: Shift to R-1
Attack 2: at Ordagg, 1d20 + 10 ⇒ (3) + 10 = 13 vs AC, Miss! ; Damage: 1d4 + 3 ⇒ (4) + 3 = 7 damage.
Attack 3: at Ordagg, 1d20 + 10 ⇒ (10) + 10 = 20 vs AC, Hit!; Damage: 1d4 + 3 ⇒ (4) + 3 = 7 damage.
Attack 4: at Ordagg, 1d20 + 10 ⇒ (17) + 10 = 27 vs AC, Hit!; Damage: 1d4 + 3 ⇒ (3) + 3 = 6 damage.

Total Damage
Rin: Takes 13 damage and slowed and takes a -2 to attack rolls (SE/both)
Ordagg: Takes 13 damage
Ottarr: Takes 5 damage.

The creatures continue to deteriorate from the presence of the healed heart...

Spiked Area: Until end of Sturdy's turn (RD 7) the space and each square adjacent to it are filled with spikes. Any enemy that enters this spike-filled area or starts its turn there takes 5 damage. (Outer Yellow Box is extent of zone, inner yellow is the originating zone.)
Blessed Area: The blessed area in the cavern emanates an aura of benevolence. Any evil creatures within the cavern will get a feeling of disorientation and suffer a -1 to attack rolls, and -1 to all defenses until the Tree of Life is corrupted once more.
Deep Water: The Triangles represent deeper water that acts as difficult terrain. Anyone in that deeper water may make a Stealth check to submerge under the mire and gain total concealment. The effects of this on the parasites are unknown...

Round 7
Initiative Order
Rin- (19) slowed and takes a -2 to attack rolls(SE/both);
Sturdy- (14)
Ordagg- (13)
Floating Abomination- (12) -1 to attack rolls, and -1 to all defenses;
Ottarr
Fast Parasite 2- (10) Bloodied; -1 to attack rolls, and -1 to all defenses; -2 to attacks till end of Rins next turn (RD 7)

Rin is up

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Evil Evil Evil 666

Rin lets his guard down as he conjures up a cloud of cold upon the parasite, who ducks in quickly under Rin's guard and stabs him viciously with its obsidian dagger. The cloud manages to envelop the creature however, slowing its movements. With a quick flip of his wrist, Rin blasts the creature back ten feet with the power of his orb.

Fast Parasite 2: Opportunity Attack on Rin, 1d20 + 12 ⇒ (20) + 12 = 32 vs AC, Critical! ; Damage: 7 damage.
Rin: Your attack hit! You push it back 2 squares. The Fast Parasite 2 is now Bloodied! and at -2 to hit till end of your next turn

Sturdy stands quickly after shaking off the effects of the poison and sends the tree roots through the stupid brute, skewering it as it makes a vain last attempt to break out, but dies, falling unceremoniously into the purifying water and promptly desolving...

Sturdy: Your attack hit! The Black-skinned Brute is dead! I believe you gain some hit points? As for the delicious water...you're not quite sure what properties it has for you when you're submerged...

Total Damage
Rin: Takes 7 damage.

Spiked Area: Until end of Sturdy's turn (RD 7) the space and each square adjacent to it are filled with spikes. Any enemy that enters this spike-filled area or starts its turn there takes 5 damage. (Outer Yellow Box is extent of zone, inner yellow is the originating zone.)
Blessed Area: The blessed area in the cavern eminates an aura of benevolence. Any evil creatures within the cavern will get a feeling of disorientation and suffer a -1 to attack rolls, and -1 to all defenses until the Tree of Life is corrupted once more.
Deep Water: The Triangles represent deeper water that acts as difficult terrain. Anyone in that deeper water may make a Stealth check to submerge under the mire and gain total concealment. The effects of this on the parasites are unknown...

Round 6
Initiative Order
Rin- (19)
Sturdy- (14)
Ordagg- (13) Concealment;
Floating Abomination- (12) -1 to attack rolls, and -1 to all defenses;
Fast Parasite 2- (10) Bloodied; -1 to attack rolls, and -1 to all defenses; -2 to attacks till end of Rins next turn (RD 7)

Ordagg is up

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Evil Evil Evil 666
Ordagg Blackaxe wrote:
You got it 100%.

Awwwwwwwww yea! You can't see it right now, but I'm dancing, and this time I'm wearing pants.