The Road From Highmoon [4E FR]


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Male Human Cleric 2

Aldric grimaces, "I find what you are insinuating to be in equal parts distasteful and unlikely. Were it not for the important work we have been sent to do, I would have half a mind to call the guards and wash my hands of this whole matter.

But, circumstances being what they are, I am dearly hoping for an explanation that demonstrates that your current endeavor is not as it appears."


Male Tiefling Warlock 2

I'm supposed to explain my work to a bunch of hecklers in the middle of the street at the stroke of midnight? Sorry, bub, I got an important cultist to hunt down and ... show the light to. If your looking for the Inn its right behind you.

Aglaeca then goes to work , double checking his scant kit before entering the store, and examining the hidden hatch, trying to get an idea of what they will be dropping into.


Looking inside the hatch you see that it leads to a spiral staircase and it looks dark at this point in the steps


Human Inquisitor 6
Aglaeca wrote:

I'm supposed to explain my work to a bunch of hecklers in the middle of the street at the stroke of midnight? Sorry, bub, I got an important cultist to hunt down and ... show the light to. If your looking for the Inn its right behind you.

Aglaeca then goes to work , double checking his scant kit before entering the store, and examining the hidden hatch, trying to get an idea of what they will be dropping into.

"A cultist of Shar, I presume? Do you have any evidence?"


Male Human Anti-Paladin (Lord of Darkness) / 1

Getting tired of the accusing banter, Karn decides to speak up and says, "Look here, my horned friend's rude remarks aside, we are here to find a cultist and he be good at sniffin' them out. So by Chauntea's will, we are going into this shop to sniff him out cause that is where the trail be leadin'. You can call the badges as ya like, but that ain't gonna stop us from goin' inside and findin' out what the cultist is up to. So either come along and help us stick a cultist or do as my friend here says and shove off." With that Karn starts heading down the steps for even though Aglaeca isn't the most forthcoming of people, he has told the truth to them thus far and the young rogue is guessing that he is telling the truth now.


Alright, we going in?


Male Human Cleric 2

Aldric sighs and mutters to himself, "I hope Aenos Mar knew what she was doing," and follows Karn inside.


Male Tiefling Warlock 2

Aglaeca with a sincere face, passes extra ropes and whatever other supplies he had managed to find in Bairwin's to the newcomers.

With a serious air he says "Better be careful, I have it on good authority that entering the place of business of someone else at night is illegal in this kingdom"

Aglaeca will ask Dran how far he wants to go ahead, and will go down second, thinking furiously to himself behind a calm face I wish I knew who these people are, but we don't have time to bother with them now, if they want to come, there is little I can do to stop it

Heading Down


As you begin down the staircase, there is not much light at all. Those of you without low-light vision will likely be holding against the wall as a guide. As you begin to near the bottom of the stairs you notice the flicker of purple light. Anyone standing at the very foot of the stairs can see that the room opens up to the left.

Map Marching order and who is where?


Male Human Invoker 2

coming down last. guess that places me at L2
Muttering under his breath, "I guess i'll go last. Maybe I can plead insanity."


Human Inquisitor 6

Quinn draws his bow, an arrow readied.

I'll stay in the middle.


The order so far.


Male Goliath Warden 7

K3


I guess I will be at K4, somewhere between Sturdy and Karn


As you come down the stairs and enter the room, a pall of dim purple light consumes this room. Candles line the walls, burning with flickering, purple flames. Three rows of pews lead up to an altar. A long carpet with a repeated symbol—a black disk surrounded by a thin purple circle—leads up to the front. Several darkclad figures stand around the room, poised for action. As does the wounded Bairwin.

Full Map

This room is low-light, (Dim Lighting) and I hope the spots I've picked for the other two in an effort to move things along is ok. If it's not let me know

"Fool, following me down here! You don't really think your friends can help you defeat us do you?" Bairwin says to Aglaeca. "Just as well, at least you've rounded up all of my inconveniences into one room for me to deal with. Kalarel will be most proud of me."

Initiatives please


Male Human Anti-Paladin (Lord of Darkness) / 1

Thanks to his keen eye-sight, Karn is able to pierce the dimly lit room to spot the cultists who inhabit the room. Well, this is certainly becoming interesting. The young rogue thinks as his hand slips to the dagger at his belt, ready to let on fly.

Initiative 1d20+6=22


Male Human Cleric 2

My placement is fine, thank you.

Aldric hears the cultist's threats from below and tightens his grip on his mace. He mutters a barely audible prayer under his breath as he prepares for the coming confrontation.

Initiative 1d20+0 = 19


Human Inquisitor 6

Quinn pulls back on his bow slightly as he begins to hum some nondescript tune.

Initiative: 1d20+1=13


Male Tiefling Warlock 2

Aglaeca's Initiative 19

Can I tell any difference in Armament between R's and D's? (aglaeca has low light if it helps)


The R's are Reapers, they are Wraith-like figures cloaked in dark voluminous robes.

The D's are Sallow-skinned humans in robes of midnight black.


Male Human Invoker 2

"Well, it certainly seems like someone thinks a lot of himself."
Init: 13 (first roll in profile)


Male Goliath Warden 7

Initiative Check, 1d20+1=13


Ill have an update up shortly my internet for my computer is on the fritz


Enemy Init Rolls


For the three of you that tied, I gave it to the alphabet to sort out. If you'd rather roll for it let me know, or you can switch around as you'd like.

[Round1]
Karn is up 22
Reapers 21
Aldic 19
Aglaeca 19
Dark Servants 15
Bairwin 15
Quinn 13
Sturdy 13
Verjack 13


Karn moves forward into the fight trying to get an early advantage against the wraith-like figures, but is unable to do so.

Sly Flourish vs R2 (1d20+8=15, 1d4+5=7, 2d6=7)

The Reapers on the other hand push forward towards the party to hold them off as early into the room as possible. They are both able to get at Karn as they cut him with their reaper blades.

Reaper 2 Attack (1d20+8=12, 1d8+3=10)

1d20+8=15, 1d8+3=6

16 Total damage for Karn and you're immobilized.

MAP

[Round1]
Aldric is up 19
Aglaeca 19
Dark Servants 15
Bairwin 15
Quinn 13
Sturdy 13
Verjack 13
__________________
[Round 2]
Karn 22 (Immobilized)
Reapers 21


Male Human Cleric 2

Aldric advances into the room, keeping a safe distance and unleashes a bolt of radiant energy at one of the reapers.

Move to I3. Lance of Faith against R2: 22 vs. Reflex, 7 radiant damage on a hit. Karn can receive a +2 power bonus on his next attack roll against R2.

Seeing Karn's injuries, Aldric mutters a brief prayer to aid his newfound comrade.

I am assuming Karn wants to spend a healing surge. If he would rather not, than disregard, but... who wouldn't?

Healing Word: Karn spends a healing surge to regain his healing surge value +5 in hit points. (1d6=1 +4 (healers lore)).


The second of the Reapers lets out a loud shriek that echoes through the shrine as a bright bolt of light comes from over Karn's shoulder.
After the light passes by, Karn can feel himself regaining energy to fight.

Hit, and I'm sure he'd like to seeing how nasty that last hit on him was. I've got him now back up to 26hp

MAP

[Round1]
Aglaeca is up 19
Dark Servants 15
Bairwin 15
Quinn 13
Sturdy 13
Verjack 13
__________________
[Round 2]
Karn 22 (Immobilized)
Reapers 21
Aldric 19


Male Tiefling Warlock 2

Aglaeca seems to drink in the darkness , both the absence of light and the rotting abyss that seems to serve as Bairwin's Soul, taking strength from the other's depavity. Aglaeca's Horns seem longer and more regal and his tail longer and more supple. Aglaeca then surges forward, skirting forward and diagonally in front of a reaper before ending behind them and gesturing to Bairwin.

Minor=> Fiendish Resilence +8 temp hps
Move=> Ending at e5, only entering melee rage at h5
Standard=> Diabolic Grasp, 8 total, 9 if he's bloodied, which aint gonna do it, dammnit.


I forgot that I didn't note the pews as being difficult terrain, I will allow the movement here since it was my mistake but you are provoking an OA from the first Reaper

OA (1d20+10=23, 2d4+4=9 Damage)

As Bairwin looks at Aglaeca's gesture, he seems to find humor in the attempt. "Get them!" On the phrase all of the Robed humans move forward into the fight. Some of them move into the aisles, and the other two find places on top of the pews. The two closest to Aglaeca try to stab him, the first is unable to make contact, the second however cuts him just slightly.

D3/D4 vs Aglaeca's AC (1d20+7=12, 1d6+1=7, 1d20+7=18, 1d6+1=2)

With your temp hp gone you'll take 3 damage off your full health total

Standing in the back of the room with his lavish garments of purple and black, Bairwin looks over the battle and watches the hallway.

MAP
Pews are Difficult Terrain

[Round1]
Quinn is up 13
Sturdy 13
Verjack 13
__________________
[Round 2]
Karn 22 Immobilized (SE)
Reapers 21
Aldric 19
Aglaeca 19
Dark Servants 15
Bairwin 15


Human Inquisitor 6

Quinn comes down the stairs, raises his bow, and fires a single arrow at the second reaper.

Moving to J4 using Jinx Shot on R2 (If attack hits and target misses before end of my next turn, falls prone, vs AC) 1d20+6=15, 1d10+4=11


The arrow from the hallway does little more than attract the attention of the Reaper

MAP
Pews are Difficult Terrain

[Round1]
Sturdy is up 13
Verjack 13
__________________
[Round 2]
Karn 22 Immobilized (SE)
Reapers 21
Aldric 19
Aglaeca 19
Dark Servants 15
Bairwin 15
Quinn 13


Male Goliath Warden 7

Minor Action, Initialize Daily Power, Form of Relentless Panther (+2 Ref Def, +1 vs marked), Move Action(J3-I3-I2-H1-G2), shift 5 spaces to B2 (F3-E2-D2-C2-B2), mark Bairwan, Standard Action, Attack,
1d20+10=25 vs Bairwan Ref
2d10+6=17 damage and 5 ongoing damage


'Sturdy' Shodden Mahoen wrote:

Minor Action, Initialize Daily Power, Form of Relentless Panther (+2 Ref Def, +1 vs marked), Move Action(J3-I3-I2-H1-G2), shift 5 spaces to B2 (F3-E2-D2-C2-B2), mark Bairwan, Standard Action, Attack,

1d20+10=25 vs Bairwan Ref
2d10+6=17 damage and 5 ongoing damage

I don't mind letting you keep that roll but the pews are difficult terrain. you can get as far as D2, let me know what you want to do.


Male Goliath Warden 7

I'm not sure where my mistake is? Am I miscounting? My first movement is a regular move action, my second movement is part of my Daily attack power and allows Sturdy to shift his speed. Only moving into difficult terrain at H1 and D2 costs 2, correct?


You're right, I'm sorry. It was a little late when I took a look at that haha. What are the conditions for the damage? is it save ends?

Bairwin, who did not look completely collected from his last encounter is now looking severely hurt as the goliath towers over him and inflicts a large amount of pain.

MAP
The pews are difficult terrain

[Round1]
Verjack is up 13
__________________
[Round 2]
Karn 22 Immobilized (SE)
Reapers 21
Aldric 19
Aglaeca 19
Dark Servants 15
Bairwin Bloodied (Ongoing 5) 15
Quinn 13
Sturdy 13


Male Goliath Warden 7

I edited the post a few times to get it correct myself. You may have seen it during one of my edits. The damage in untyped and the ongoing damage is "save ends".


Male Human Invoker 2

Verjack moves down the stairs with a grim determination, "Let the light of the sun burn your dark heart!"

Move: move to J3
Standard: Blades of Astral fire on E4; Att on R2 & R1 1d20+7=19, 1d20+7=22; Radiant Dam: 1d6+8=12; tiefling gains +2 power to AC
Free: Power of Amaunator extra radiant damage: 1d10=8
Minor: Wall of Light - I3 to E3 all allies w/in wall gain +1 power to AC; allies who start in wall gain 5 temp hp


Hit for both Reapers

Blades of light crash down into the Reapers holding off the adventurers and the room is filled with even more loud shrieking.
Moments later a wall of light expands into the room and strengthens the defenses of those within.

Map

[Round 2]
Karn is up 22 Immobilized (SE)/ +1 AC/ 5 THP/+2 atk vs R2
Reaper 1 21
Reaper 2 21 Bloodied
Aldric 19 +1 AC
Aglaeca 19 +2 AC
Dark Servants 15
Bairwin Bloodied (Ongoing 5) 15
Quinn 13
Sturdy 13
Verjack 13


Male Human Cleric 2

(As a reminder, Karn also has +2 to his next attack roll against reaper R2.)


Aldric Casternall wrote:
(As a reminder, Karn also has +2 to his next attack roll against reaper R2.)

amended. thanks!


Invisible Castle was down so I rolled at home for Karn and the Reapers.

While still reeling from the attacks of the Reapers and the healing from his friends, Karn swings his blade with massive agility before making
a nice cut through the Reapers' robe.

Ten damage for R2, and Karn rolled a 17 for his save vs. Immobilization
________________________________________________

The Reapers are mysterious creatures indeed, even in its obvious pain the second doesn't seem likely to part the way for the adventurers. Seeing the effect starting to wear off on Karn it attempts to re-enable the inconvenience on him with its blade but is unable to do so. Just barely missed immobilizing you again

The first Reaper sets his sights on Aldric and simultaneously slips in to wound the Cleric.

Shift to H4, Blade of the Reaper 23 vs. Fort. 6 points of damage and immobilized.

MAP

[Round 2]
Aldric is up 19 +1 AC/Immobilized(SE)
Aglaeca 19 +2 AC
Dark Servants 15
Bairwin Bloodied (Ongoing 5) 15
Quinn 13
Sturdy 13
Verjack 13
----------
[Round 3]
----------
Karn 22 +1 AC/ 5 THP
Reaper 1 21
Reaper 2 21 Bloodied


Aldric, it is also worth noting that you had 5 temp hit points so you only actually took 1 point off your max total hp and now you'll start your turn gaining a new set of 5 temp hp


Male Human Cleric 2

Invisible Castle is still down. I also had to roll real dice.

Raising his holy symbol and looking toward the heavens, Aldric bathes the area in front of him with holy light, aiding his allies and scouring is foes.

Divine Glow - close blast 3: the four corners of the square are F2, F4, H2, and H4. Attack roll against R1 is 14+6=20 vs. Reflex, against R2 is 13+6=19 vs. Reflex. Damage = 5+5. Used power of Amaunator for 8 additional radiant damage. 18 radiant damage total on any foes that were successfully hit. Karn receives a +2 power bonus on attack rolls until the end of my next turn.

Edit: I am assuming the immobilization is until I save. Rolled a 9 on the saving throw, so it looks like I am still immobilized.


The divine light shatters into the room in a brilliant flash and moments after its fade, one of the reapers is dead on the ground and the other is badly wounded.
Sort of like in clue when the lights go off, only in reverse. and you know who did it. :D

MAP

[Round 2]
Aglaeca 19 is up +2 AC
Dark Servants 15
Bairwin Bloodied (Ongoing 5) 15
Quinn 13
Sturdy 13
Verjack 13
----------
[Round 3]
----------
Karn 22 +1 AC/ 5 THP/ +2 Atk rolls(To end aldric's turn)
Reaper 1 21 Bloodied
Aldric 19 +1 AC/Immobilized(SE)

Also, Aldric yes it is save ends


Male Human Cleric 2
DM Nixon wrote:

Also, Aldric yes it is save ends

I bet that's what (SE) means, doesn't it? I'm with you now...


Aldric Casternall wrote:
DM Nixon wrote:

Also, Aldric yes it is save ends

I bet that's what (SE) means, doesn't it? I'm with you now...

Haha yes, on the nose


move :Aglaeca shifts to e6
Minor: Curse Sallow skin D4, +1 Ac from magic item until begining of my next turn
Standard: Eldritch Blast ( i can't get to invisible castle so will you roll gm please) +5 vs Reflex, 1d10+4+1d6 damage if it hits.


Logos wrote:

move :Aglaeca shifts to e6

Minor: Curse Sallow skin D4, +1 Ac from magic item until begining of my next turn
Standard: Eldritch Blast ( i can't get to invisible castle so will you roll gm please) +5 vs Reflex, 1d10+4+1d6 damage if it hits.

Eldritch Blast is a ranged attack, so you can't use it at E6 vs. D4, the best thing I would say is to shift to F4 instead, and then you can attack anything without provoking OA and still having your range.


can't i just eat the OA?


If you wanted to attack someone that wasn't D4, but being adj to D4 you can't use a ranged attack against him

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