TGZ101 |
Wow...alright. Not sure where my head was with that one.
A wave of crackling heat washes over you. Shielding your eyes, you can see a mighty oven at the back of the chamber, its oversized door glowing red with heat. Skulls, other bones and fallen bricks litter the corners of the chamber, and all is covered in soot and ash.
In the center of the chamber stands an obese man, with the desiccated skin of a dried out corpse, but somehow still alive. His head is cast back in triumph or anguish, a still cloud of inky black shadow gouting from his open maw. The frozen cloud hangs above him, rising into darkness.
TGZ101 |
Religion and/or arcane checks would be appropriate for the ritual.
Streewise or Dungeoneering will help you figure out where you are.
The dessicated figure stares wide as you enter, pain clear on the gaunt features of his shriveled face. The creature tries to speak but the results of the dark ritual prevent him from speaking.
Soon, the familiar, unwelcome sounds of dozen of bats can be heard coming from the stairs in the room.
Dagobert the Luckless |
Oh crap. We are really going to die. Those bats nearly finished us off on their own, never mind with the Beggar King (if that's how this is) in the mix.
An expression of mild concern crosses Dagobert's face.
"Flying rats. I still don't like them, you know. It seems un-natural to me."
Galad The Redeemed |
Oh crap. We are really going to die. Those bats nearly finished us off on their own, never mind with the Beggar King (if that's how this is) in the mix.
To be fair, we can just kill the guy controlling them and they'll all fly away(hopefully). Of course, we still only have one burst/blast attack for this encounter, so if they're the same bats this is going to hurt. Badly.
Oh, and Religion, what can I tell about the ritual? 1d20 + 11 ⇒ (8) + 11 = 19
TGZ101 |
The Beggar-King seems to have created a small rift into the Shadowfell. Judging by the configuration of runes and ritual components around the room it seems like he has repurposed the nearby furnace to fuel the ritual. This could explain the surprising lack of people in the demesne considering the empty cots you've found and the rumored numbers of the Beggar-King's army compared to what you've seen.
The sound of the bats draws nearer as the Beggar-King continues to try and speak through his smoke-filled mouth.
Initiative rolls please, combat will soon be upon us. :)
TGZ101 |
Bump!
Here's the current initiative order. I'm on vacation, camping with my dad in Kentucky right now so a map update may take me awhile. All I have is my little netbook and it doesn't handle the map very well anymore as I keep adding onto it. I will do my best however.
Vandis' Intiative: 1d20 + 2 ⇒ (8) + 2 = 10
Galad's Initiative: 1d20 + 1 ⇒ (13) + 1 = 14
Umbra Bat Swarm
Dannad
Hawkseer
Beggar-King
Galad
Vandis
Dagobert
TGZ101 |
Hawkseer |
Sorry, was hoping Dannad would post.
Hawkseer moves into action, circling around the figure he hopes really is the Beggar King.
Minor: Oath on BK. Move: II15, avoiding OAs. Standard: Bond of Pursuit vs AC 1d20 + 8 ⇒ (17) + 8 = 251d20 + 8 ⇒ (1) + 8 = 92d4 + 4 ⇒ (2, 4) + 4 = 10
Looks like hit for 10, and if BK ends his turn away from me I can shift to pursue as free
Dannad Bumbleroot |
Sorry, spent the last two days mostly dead for tax purposes. >,>.
Dannad sprints forward and brings the pommel of his dagger around to smack into the Beggar King's face.
Move to HH14 and Pommel Smash the Beggar King. 1d20 + 13 ⇒ (20) + 13 = 33 vs AC, 3d4 + 5 ⇒ (4, 4, 1) + 5 = 14, half on a miss, and 2d8 ⇒ (7, 1) = 8 extra from Sneak Attack on a hit. If that's a hit, he takes a -2 penalty to attack rolls (Save Ends), or until the end of his next turn if it's a miss.
CRITICAL HIT! So, 17+16=33 Damage +1d6 ⇒ 2 = 35 Damage.
TGZ101 |
Reaching the Beggar-King, Hawkeer and Dannad open him up savagely to begin the melee. They pay for their proximity, however, and weaken in the Beggar-King's dark ritual.
The Beggar-King, refusing to be taken so easily, raises him arms in a violent, upward motion. Several of the charred remains on the floor shuffle and rise together, forming two crisp and jagged skeletons that move to attack Hawkseer and Dannad. At the same time, the Beggar-King's hand is ringed in purple and black flames before he strikes out at Dannad, tearing a gash through the halfling's scalp as he tries to dodge.
Shadow Bolt; 20 vs. REF for 2d4 + 4 ⇒ (1, 2) + 4 = 7 damage. -7 HP to Dannad and 2 ongoing necrotic/cold damage.
The skeletons then lash out with bony claws.
Claw vs. Hawkseer's AC; 10 vs. AC; MISS
Claw vs. Dannad's AC; 14 vs. AC; MISS
Hawkseer and Dannad take 5 necrotic damage from the beggar-king's aura.
Galad
Vandis
Dagobert
Umbra Bat Swarm (Aura 1)
Dannad (Ongoing 2 necro/cold)
Hawkseer
Beggar-King (Aura 1, -2 attack se)
Cinder Skeleton 1
Cinder Skeleton 2
Galad The Redeemed |
The spirit rushes into the fray, slashing at the skeleton before readying itself to block any blows near it.
Move Galad to HH10 and the spirit to GG13 and use Defending Strike on S1(vs Reflex, allies adjacent to spirit get +1 to all defenses.): 1d20 + 5 ⇒ (8) + 5 = 131d8 + 4 ⇒ (3) + 4 = 7
Dagobert the Luckless |
Dagobert holds his nose and thumps his staff hard on the ground, targeting the bats and the Beggar King.
"Both very unpleasand," he mutters indistinctly. "Add I dode like using this power. Id hurds."
Execration (Will). Close burst 5, one or two creatures. On hit targets take 10 ongoing (se). Miss, half damage and 5 ongoing. Dagobert also takes 5 ongoing (se).
1d20 + 6 ⇒ (20) + 6 = 26 - v Beggar King
1d20 + 6 ⇒ (10) + 6 = 16 - v Bats
Crits the Beggar King! 12 damage and 10 ongoing (se).
1d8 + 4 ⇒ (6) + 4 = 10 - bats damage if it hits and 10 ongoing. Half and 5 ongoing if it doesn't.
Can't move anywhere and is probably going to die.
TGZ101 |
Galad moves about the room looking for advantage, though his attack still fails to cause any damage to the cinder skeleton.
Dagobert's burst sends the the beggar-king reeling, he shakes his head in protest as the blade smoke continues to pour through his gaping mouth. His watery, sunken eyes seem on the verge of tears.
Vandis feints with his sword before shoulder-checking the nearest skeleton.
Knockdown Assault; 1d20 + 9 ⇒ (16) + 9 = 25 vs. FORT for 4 damage and target is knocked prone.
The bat swarm takes a moment to attack the spirit companion before realizing it is not made of flesh and is immune to their biting, swarming attacks. Also, several of the bats felled by Dagobert's attack return to life and take to the air once more to join the rest of the swarm.
Bat Save vs. Ongoing: 1d20 ⇒ 5
UPDATED MAP This is a ghetto update since I can't use GIMP at the moment. The blank white squares are empty squares.
Party Hit Points
Dannad (Ongoing 2 necro/cold)
Hawkseer
Beggar-King (Aura 1, -2 attack se, 10 ongoing)
Cinder Skeleton 1 (prone, marked)
Cinder Skeleton 2
Galad
Vandis
Dagobert
Umbra Bat Swarm (Aura 1, 10 ongoing)
Dannad Bumbleroot |
Hrm. Hopefully it was.... Although I don't think I've used an AP in a while... Dannad'll shift to GG 15 to get flanking with Hawkseer.
Dannad deftly ducks around the Beggar King to sandwich the man between himself and Hawkseer, then quickly brings his blade up to slash along the human's flank.
Dazing Strike vs Beggar King's AC. 1d20 + 13 ⇒ (15) + 13 = 28 vs AC with CA, for 1d4 + 2d8 + 6 ⇒ (2) + (2, 5) + 6 = 15 damage and the target is dazed until the end of my next turn on a hit.
Saving throw vs Ongoing 1d20 ⇒ 20, unless it's fear based.
TGZ101 |
Yes, that was your 2nd fight today. I believe you rested, then fought the dragonborn and found Virmuth and the others after that.
Dannad's dagger strike draws a great deal of blood from the withered king but the necrotic aura surrounding the man continues to eat away at Dannad.
Hawkseer's divine power wavers slightly in the face of such evil, but the cinder skeleton feels the pain regardless.
Hawkseer (pending action)
Beggar-King (Aura 1, bloodied, dazed, -2 attack se, 10 ongoing)
Cinder Skeleton 1 (prone, marked)
Cinder Skeleton 2
Galad
Vandis
Dagobert (5 ongoing se)
Umbra Bat Swarm (Aura 1, 10 ongoing)
Dannad (bloodied)
TGZ101 |
The lightly armored Beggar-King continues to get pummeled by Hawkseer and the rest of the party.
Hawkseer, your focused fury hit right on the nose. I went ahead and shifted the only other enemy adjacent to you but it moved back to attack on its own turn.
The Beggar-King snarls and emits an terrible burst of necrotic energy that washed over the entire party, nearly putting Dannad on his back.
21 vs. Dannad's Fort
18 vs. Hawkseer's Fort
14 vs. Vandis' Fort
11 vs. Dagobert's Fort
14 vs. Galad's Fort
10 necrotic damage and all undead in burst gain 10 hp. -10 HP to Hawkseer, Dannad, and Galad.
The first cinder skeleton then rises once more to its feet to attack Vandis with a charred claw.
21 vs. Vandis' AC for 1d4 + 2 ⇒ (1) + 2 = 3 damage. -5 HP to Vandis and ongoing 2 fire damage se.
Refusing to be so easily cast aside, the second skeleton returns and slashes at Hawkseer.
18 vs. Hawkseer's AC for 1d4 + 2 ⇒ (3) + 2 = 5 damage. -6 HP to Hawkseer and 2 ongoing fire se.
Galad
Vandis (2 ongoing fire)
Dagobert (5 ongoing se)
Umbra Bat Swarm (Aura 1, 10 ongoing)
Dannad (bloodied)
Hawkseer (2 ongoing fire)
Beggar-King (Aura 1, bloodied, dazed, -2 attack se, 10 ongoing)
Cinder Skeleton 1 (marked)
Cinder Skeleton 2
Vandis |
Move - shift to Gg13. Lunging strike vs BK.
1d20 + 10 ⇒ (15) + 10 = 252d10 + 7 ⇒ (7, 5) + 7 = 19
Mark BK
Vandis shoves past the Beggar King's bodyguard and hefts his bastard sword at the vile monarch.
If that drops him, I'd like to use my AP in some way.
HP: 21/35
Surges: 2/11
AP: 1
Enc used: Lunging Strike
Daily used: Knee-breaker
Galad The Redeemed |
Move, shift spirit to HH14. Minor, Healing Spirit on Dannad, 1d6 ⇒ 1 HP to Hawkseer. Standard, Twin Panthers on BK(vs Reflex, two attacks, if either hits all enemies adjacent to spirit grant CA for melee attacks): 1d20 + 8 ⇒ (17) + 8 = 251d8 + 4 ⇒ (4) + 4 = 81d20 + 8 ⇒ (13) + 8 = 211d8 + 4 ⇒ (8) + 4 = 12
TGZ101 |
Vandis and Galad combine their attacks perfectly to end the beggar-king.
He collapses to the ground, slain, along with the remaining bats and cinder skeletons. The charnel furnace is instantly extinguished, plunging the chamber into darkness. Through the dim light you can see the cloud of inky shadows rushes from his corpse, escaping into the ruined tower above.
A frigid wind washes over the chamber, chilling your blood and freezing the sweat beading on your brow. An instant later, a thundering groan fills the air. Crumbling bricks, showers of sand, and falling blocks tumble from above as the dungeon around you begins to collapse.
Out of combat for the moment.
TGZ101 |
The remnants of the ruined tower shudder all around you. The air bears the hard edge of winter’s chill, freezing the breath in your lungs as tiny bits of ash drift down like falling snow.
Looking up you can see the clear night sky, framed by the rim of the ruined tower. Crouched on the tower’s lip, blotting out the moon, is an enormous dragon that seethes and flares like an ember.
Please roll new initiatives.