[4E] "Curses" PbP ICC


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Evil Evil Evil 666

Ottarr is up next


Male Human Bard 7

Sorry.

Ottarr steps back and mocks the nearest parasite relentlessly.

Shift to R2 and use Vicious Mockery on F2(vs Will, -2 attack until EOMNT): 1d20 + 11 ⇒ (7) + 11 = 181d6 + 6 ⇒ (2) + 6 = 8


Evil Evil Evil 666

Ottarr infuriates the fast parasite, causing it to lose its focus, impairing its accuracy.

Ottarr: The attack hit! You just need to make a save vs ongoing damage.

The fast parasite toss two obsidian spikes at Ottarr, missing with the first but connecting with the second, catching him in the shoulder. With that the evil creature presses forward towards the bard.

Fast Parasite 2:
Standard Action: Throw Obsidian Daggers at Ottarr
Attack 1: 8 vs AC, Missed!
Attack 2: 17 vs AC, Hit! 4 damage
Move Action: Shift to Q-1

The brute continues to attempt to smash Sturdy into the ground, but Sturdy manages to stave off all attempts with ease. The creature manages to shake off the effects of Rin's spell, which causes it to lose its sense of equilibrium, causing it to fall to the ground.

Black-skinned Brute 2:
Standard Action: Overhead Strike at Sturdy, Attack 1: 14 vs AC, Missed!
Save: 20 Success!
AfterEffect: Falls Prone

The very badly hurt parasite lashes out at Sturdy with renewed vigor, stabbing furiously with its obsidian spikes, overwhelming the goliaths defenses and scoring several nasty looking wounds.

Fast Parasite 1:
Move Action: Stand up
Standard Action: Frenzy of Daggers (recharged with conditions met) at Sturdy,
Attack 1: at Sturdy Natural 1 Missed!
Attack 2: at Sturdy 26 vs AC, Hit! ; Damage:13
Attack 3: at Sturdy 16 vs AC, Missed!
Attack 4: at Sturdy 26 vs AC, Hit! ; Damage: 11
Save: 6; Failed!

As the creatures continue to attack, you notice that more and more of their flesh begins to wither and fall away, as the monsters continue to attack with their mouths clenched in pain...
Black-skinned Brute 2: Bloodied

Total Damage
Sturdy: Takes 24 damage
Ottarr: Takes 4 damage

Everyone: As I was cutting and pasting the post, the results got messed up, so I kept the original results...which were actually worse then the "new" ones that appeared afterward. It would have been a pain to rewrite all the flavor texts again...

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 5
Initiative Order
Black-sknned Brute 2- (25) Bloodied; Marked by Sturdy; Cursed by Ordagg; Prone; -1 to attack rolls, and -1 to all defenses;
Fast Parasite 1- (23) Bloodied; Marked by Sturdy; -1 to attack rolls, and -1 to all defenses; -2 penalty to attack rolls to end Rin's next turn (rd 5); slowed and take -2 penalty to attack rolls (se both);
Rin- (19)
Sturdy- (14)
Ordagg- (13) Concealment;
Floating Abomination- (12) Marked by Sturdy; -1 to attack rolls, and -1 to all defenses; -2 penalty to attack rolls to end Rin's next turn (rd 5);
Black-sknned Brute 1- (12) Marked by Sturdy; Cursed by Ordagg; Used Slam n Toss; -1 to attack rolls, and -1 to all defenses;
Ottarr- (11) ongoing 10 acid damage (SE);
Fast Parasite 2- (10) -1 to attack rolls, and -1 to all defenses; -2 penalty to attack rolls to end Rin's next turn (rd 5); -2 attack until Ottarr's end of next turn (RD 5);

Rin is up

MAP


Male Human Bard 7

I am now bloodied. 1d20 ⇒ 3


male Half elf wizard 7

"Who are your friends? Can you tell any more?"

Rin raises his orb and conjures illusory opponents to invade his enemies minds.

Enemies Abound (Will). Burst 1 within 20 centred on Sturdy - only affects enemies. On hit you and your allies can treat the target as an ally for the purposes of flanking until the end of your next turn.
1d20 + 10 ⇒ (18) + 10 = 28 - v Fast Parasite 1
1d20 + 10 ⇒ (3) + 10 = 13 - v Black Skinned Brute 2
1d20 + 10 ⇒ (9) + 10 = 19 - v Black Skinned Brute 1
1d20 + 10 ⇒ (14) + 10 = 24 - v Floating Abomination.
2d8 + 6 ⇒ (5, 4) + 6 = 15 psychic if any of those hit.


Evil Evil Evil 666

Those affected by Rin's illusion turn paranoidly back and forth as they swing wildly at the phantoms that haunt their minds (or what passes for minds), while the fast parasite nearly collapses into the water from the overwhelming pyschic pain.

Rin: Your attack hit Fast parasite 1, Black-skinned Brute 1, and the Foating Abomination. Black-skinned brute 1 is now Bloodied

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 5
Initiative Order
Black-sknned Brute 2- (25) Bloodied; Marked by Sturdy; Cursed by Ordagg; Prone; -1 to attack rolls, and -1 to all defenses;
Fast Parasite 1- (23) Bloodied; Marked by Sturdy; -1 to attack rolls, and -1 to all defenses; slowed and take -2 penalty to attack rolls (se both); can treat the target as an ally for the purposes of flanking until the end of Rins next turn (RD 6);
Rin- (19)
Sturdy- (14)
Ordagg- (13) Concealment;
Floating Abomination- (12) Marked by Sturdy; -1 to attack rolls, and -1 to all defenses; can treat the target as an ally for the purposes of flanking until the end of Rins next turn (RD 6);
Black-sknned Brute 1- (12) Bloodied; Marked by Sturdy; Cursed by Ordagg; Used Slam n Toss; -1 to attack rolls, and -1 to all defenses;
Ottarr- (11) ongoing 10 acid damage (SE); can treat the target as an ally for the purposes of flanking until the end of Rins next turn (RD 6);
Fast Parasite 2- (10) -1 to attack rolls, and -1 to all defenses; -2 attack until Ottarr's end of next turn (RD 5);

Sturdy is up

MAP


Male Goliath Warden 7

Mark HG1, F1, Brute1, brute2
Earthgrasp Strike, 1d20+13=17 vs Brute2 AC, 2d6+9=18 cold damage and the target can't stand up until EOMNT, and the first time it stands up before the end of the encounter, it takes 1d10+5=13 damage.
Shift to P4


Evil Evil Evil 666

Sturdy smashes the black-skinned brute into the purifying water with a splash, causing its body to disintigrate within the liquid leaving only scant traces of blackish particles swirling in the currents...

Sturdy: Your attack hit and killed Black-skinned Brute 2! It died as you knocked it into the water prone...

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 5
Initiative Order
Fast Parasite 1- (23) Bloodied; Marked by Sturdy; -1 to attack rolls, and -1 to all defenses; slowed and take -2 penalty to attack rolls (se both); can treat the target as an ally for the purposes of flanking until the end of Rins next turn (RD 6);
Rin- (19)
Sturdy- (14)
Ordagg- (13) Concealment;
Floating Abomination- (12) Marked by Sturdy; -1 to attack rolls, and -1 to all defenses; can treat the target as an ally for the purposes of flanking until the end of Rins next turn (RD 6);
Black-sknned Brute 1- (12) Bloodied; Marked by Sturdy; Cursed by Ordagg; Used Slam n Toss; -1 to attack rolls, and -1 to all defenses;
Ottarr- (11) ongoing 10 acid damage (SE); can treat the target as an ally for the purposes of flanking until the end of Rins next turn (RD 6);
Fast Parasite 2- (10) -1 to attack rolls, and -1 to all defenses; -2 attack until Ottarr's end of next turn (RD 5);

Ordagg is up

MAP


M Dwarf Warlock lvl 7

Ordagg risks getting closer to the action. Move to K6, keeping concealment.
He uses his hammer to direct magical fire around the closest giant. Hellish Rebuke vs. Brute 1's Reflex (includes prime shot): 1d20 + 12 ⇒ (7) + 12 = 191d6 + 9 ⇒ (6) + 9 = 15 fire damage plus 1d6 ⇒ 3 curse damage, and if I take damage before the end of my next turn an additional 1d6 + 9 ⇒ (5) + 9 = 14 fire damage.

HP: 28/62
Temp HP: 7
Healing Surge Value: 15
Healing Surges Used: 3/11
Status: Bloodied; concealment
AP: 0


Evil Evil Evil 666

Flame engulfs the brute, causing it to roar in pain, as Ordagg moves closer to the melee; his form blurred and difficult to track.

Ordagg: Your attack hit! If you take damage before the end of your next turn, Black-skinned Brute takes 14 fire damage.

The abomination reaches out to Sturdy with its tentacles, grasping him with its thorny appendages and draws him towards it, biting him and taking off a meaty chunk of flesh. The pain becames overwhelming, stunning the mighty warden.

Floating Abomination:
Standard Action: Tentacle Grab on Sturdy, 1d20 + 13 ⇒ (9) + 13 = 22 vs Fort, Hit!; Damage: 2d8 + 5 ⇒ (1, 3) + 5 = 9 and the Sturdy is Grabbed
Minor Action: Venomous Bite on Sturdy, 1d20 + 13 ⇒ (18) + 13 = 31 vs AC, Hit!; Damage: 1d8 + 5 ⇒ (5) + 5 = 10 damage and Sturdy is Stunned

As Sturdy is grabbed by the abomination, the black-skinned brute grabs him from it's clutches and slams him into the water, sending liquid everywhere, and then tosses him at Ordagg; the goliath projectile is a narrow miss, and he lands on his side in the water.

Black-skinned Brute 1:
Recharge: 1d6 ⇒ 5; Success!
Standard Action: Grab n Toss on Sturdy, 1d20 + 7 ⇒ (8) + 7 = 15, Hit!; Damage: 2d8 + 5 ⇒ (3, 3) + 5 = 11 damage and the brute pushes Sturdy to L-6 and is knocked Prone
Secondary Attack: on Ordagg, 1d20 + 6 ⇒ (14) + 6 = 20 vs Refl, Missed!

Total Damage
Sturdy: Takes 30 damage

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 5
Initiative Order
Fast Parasite 1- (23) Bloodied; Marked by Sturdy; -1 to attack rolls, and -1 to all defenses; slowed and take -2 penalty to attack rolls (se both); can treat the target as an ally for the purposes of flanking until the end of Rins next turn (RD 6);
Rin- (19)
Sturdy- (14) Stunned; Prone;
Ordagg- (13) Concealment; if Ordagg takes dmg, Black-skinned brute takes 14 fire damage, lasts until end of Ordaggs next turn (RD 6).
Floating Abomination- (12) Marked by Sturdy; -1 to attack rolls, and -1 to all defenses; can treat the target as an ally for the purposes of flanking until the end of Rins next turn (RD 6);
Black-sknned Brute 1- (12) Bloodied; Marked by Sturdy; Cursed by Ordagg; Used Slam n Toss; -1 to attack rolls, and -1 to all defenses;
Ottarr- (11) ongoing 10 acid damage (SE); can treat the target as an ally for the purposes of flanking until the end of Rins next turn (RD 6);
Fast Parasite 2- (10) -1 to attack rolls, and -1 to all defenses; -2 attack until Ottarr's end of next turn (RD 5);

Ottarr is up and takes 10 ongoing acid damage (SE)

MAP


Male Human Bard 7

Ottarr raises his sword and attempts to catch his breath.

Using my Second Wind. 1d20 ⇒ 5


Evil Evil Evil 666

Ottarr raises his sword defiantly as the parasites move to surround him. One rushes to face him and slashes his side with its obsidian dagger, drawing blood.

Fast Parasite 2:
Move Action: Shift to R-1
Standard Action: Obsidian Dagger on Ottarr, 1d20 + 12 ⇒ (13) + 12 = 25 vs AC, Hit! ; Damage: 1d4 + 3 ⇒ (2) + 3 = 5 damage.

The other, still unbalanced by Rin's spell, manuevers slowly to Ottarr's rear, lashing out with an underhanded strike to his back. After the blow is delivered, the creature manages to shake off Rin's enchantment, causing it to lose its balance and fall into the purifying waters...never to be seen again...

Fast Parasite 1:
Move Action: Move to R-3
Standard Action: Obsidian Dagger on Ottarr, 1d20 + 12 ⇒ (15) + 12 = 27 vs AC (CA), Hit! ; Damage: 1d4 + 3 + 2d6 ⇒ (4) + 3 + (2, 6) = 15 damage.
Save: 1d20 ⇒ 13; Success!
After Effect: Fast Parasite 1 is knocked Prone and falls into the water and dies.

Total Damage
Ottarr: Takes 20 damage.

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) Stunned (SE); Prone;
Ordagg- (13) Concealment; if Ordagg takes dmg, Black-skinned brute takes 14 fire damage, lasts until end of Ordaggs next turn (RD 6).
Floating Abomination- (12) Marked by Sturdy; -1 to attack rolls, and -1 to all defenses; can treat the target as an ally for the purposes of flanking until the end of Rins next turn (RD 6);
Black-sknned Brute 1- (12) Bloodied; Marked by Sturdy; Cursed by Ordagg; Used Slam n Toss; -1 to attack rolls, and -1 to all defenses;
Ottarr- (11) ongoing 10 acid damage (SE); can treat the target as an ally for the purposes of flanking until the end of Rins next turn (RD 6);
Fast Parasite 2- (10) -1 to attack rolls, and -1 to all defenses;

Rin is up

MAP


Male Human Bard 7

I have one hit point. Next round, I will begin dying again unless someone else here can heal me.


Male Goliath Warden 7
Ottarr Boddason wrote:
I have one hit point. Next round, I will begin dying again unless someone else here can heal me.

I think there's a mechanic to grant a saving throw with a heal check by an ally, not sure what type of action that is or the range, touch?

Also, looks like we need to knock these things prone into the water, so if you've got a power that can do so, use it now.
Evil - What is the trip mechanic in 4e, no books on me?


M Dwarf Warlock lvl 7
"Sturdy" Shodden Mahoen wrote:
Ottarr Boddason wrote:
I have one hit point. Next round, I will begin dying again unless someone else here can heal me.

I think there's a mechanic to grant a saving throw with a heal check by an ally, not sure what type of action that is or the range, touch?

Also, looks like we need to knock these things prone into the water, so if you've got a power that can do so, use it now.
Evil - What is the trip mechanic in 4e, no books on me?

The Heal check (DC 15) is a standard action and you must be adjacent. There is no trip action in 4e, it's built into powers.

DM - Is Sturdy's stun effect (save ends)?


Evil Evil Evil 666
"Sturdy" Shodden Mahoen wrote:
Ottarr Boddason wrote:
I have one hit point. Next round, I will begin dying again unless someone else here can heal me.

I think there's a mechanic to grant a saving throw with a heal check by an ally, not sure what type of action that is or the range, touch?

Also, looks like we need to knock these things prone into the water, so if you've got a power that can do so, use it now.
Evil - What is the trip mechanic in 4e, no books on me?

Sturdy: Yes there is a mechanic to grant saving throws with a heal check, Ordagg did that a few fights ago, worked really well. Yes knocking them prone into the water does seem to do some "extra" damage to the creatures in addition to the damage they take from being only slightly exposed to the water. As for the trip mechanic, I don't believe there is one in 4e apart from powers, which is kinda a bummer.

Ordagg: Yes, and I edited the last combat entry to show.

Note: I've been ninja'd...


Male Goliath Warden 7

What are the effects of stunned? in case Sturdy misses his Font of Life save?


Evil Evil Evil 666
"Sturdy" Shodden Mahoen wrote:
What are the effects of stunned? in case Sturdy misses his Font of Life save?

Sturdy: Of course I forgot my 4e books today, but from what I recall, Stun grants CA, you can't take any actions, cannot flank...and the rest I can't remember. I'm sure Ouda or Ordagg will probably have that information handy...where are those ninjas???


M Dwarf Warlock lvl 7

You got it 100%.


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.


male Half elf wizard 7

"Oh, bloody hell."

Rin looks anxiously at Ottar.

"Really bloody hell ..." as he looks at the advancing parasites.

Can't heal you, but can make a stabilisation check when you go unconscious.

Unable to back up any further, he does the only thing he can think of.

Take OA from fast parasite 2.
Chilling Cloud (Fort) centred on Q2. -2 to attacks for parasites 1 and 2 to end Rin's next turn, 4 cold damage if hits.
1d20 + 10 ⇒ (15) + 10 = 25 - parasite 1
1d20 + 10 ⇒ (11) + 10 = 21 - parasite 2
If either of those hit, activate orb and use daily power to push them back two squares.


M Dwarf Warlock lvl 7

If Sturdy makes his save, I'll fey switch with Rin and try to give Ottar a heal check. If not, I gotta help Sturdy.


Male Goliath Warden 7

Font of Life - Save vs Stun, 1d20=15
Move Action - Stand(Any effects from me being submerged in this delicious water?)
Earth Spikes, 1d20+13=22 vs Brute1 AC, 2d6+9=16 cold damage and until EOMNT, the target's 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.
If anyone has any forced movement powers, try to move HG1 into the spikes for 5 damage.

Sturdy slams his maul into the water calling forth the roots of the tree to strike back against these foes.


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

MAP


M Dwarf Warlock lvl 7

Ordagg hums and thrusts his hand forward, ripping a hole in reality. Another tear appears behind Rin, and Ordagg's hand comes through, grabbing Rin and yanking him through the hole. And Ordagg tumbles out next to Ottar, where he immediately gets to work tending his wounds. Fey switch with Rin. Curse the parasite. Heal check to grant a save or give a +2 to the next save on Ottar: 1d20 + 4 ⇒ (16) + 4 = 20


Male Human Bard 7

I assume you'll give me the save now. 1d20 ⇒ 4 A lot of good it did.


M Dwarf Warlock lvl 7
Ottarr Boddason wrote:
I assume you'll give me the save now. 1d20 A lot of good it did.

It was your choice. I did my best.


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

MAP


Male Human Bard 7

Since I'm now at -4, I'll just make my saving throws vs ongoing damage and death now. 1d20 ⇒ 121d20 ⇒ 7


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.


male Half elf wizard 7

Hmm.

Attacked on two fronts and hauled through the a pocket universe, Rin is hardly feeling at his best. He does note that the water is demolishing the evil-doers and hopes against hope that it may help him.

Thoughtfully, he blasts at the abomination and sinks into the water.

Magic Missile (Ref) v Floating Abomination
1d20 + 8 ⇒ (16) + 8 = 24
2d4 + 6 ⇒ (3, 2) + 6 = 11
Move to J7 and submerge.

1d20 ⇒ 14 - save v slow and -2 to attacks


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

MAP


Male Goliath Warden 7

Shift to M5
Thorn Strike(Reach 2), 1d20+13=22 vs HG1 AC, 2d6+9=19 cold damage and pull the target one square to L4, causing another 5 damage for entering the spike-filled zone.
Mark HG1

Sturdy's maul sprouts a thorny whip which reaches out towards the Floating Abomination wrapping around it and pulling into the spikes.


M Dwarf Warlock lvl 7

Ordagg tries to smash the parasite with his hammer. Basic attack vs. F2's AC: 1d20 + 13 ⇒ (6) + 13 = 191d10 + 1d6 + 11 ⇒ (6) + (5) + 11 = 22

HP: 22/62
Temp HP:
Healing Surge Value: 15
Healing Surges Used: 3/11
Status: Bloodied
AP: 0


male Half elf wizard 7

Rin's head surfaces for a moment.

"Get them in the water. I feel better already. They won't."


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


male Half elf wizard 7

Tread water to stay afloat
1d20 + 4 ⇒ (7) + 4 = 11 - Athletics
Magic Missile (Ref) at Floating Abomination
1d20 + 10 ⇒ (1) + 10 = 11

Rin sinks and misses, quite horribly.

"Glurk"


Male Goliath Warden 7

Sturdy is down, -8HP and under water!
First Death Save, 1d20=5, Strike ONE!


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


Male Goliath Warden 7
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...


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...


M Dwarf Warlock lvl 7

Ordagg looks over to Rin, and then up the tunnel, and then at the bodies floating in the water... He shrugs and steps over Ottar's body and swings his hammer wildly. "If it's my time, so be it, but none will remember Ordagg Blackaxe as a coward!" Basic attack vs. F2's AC: 1d20 + 13 ⇒ (3) + 13 = 161d10 + 1d6 + 11 ⇒ (10) + (6) + 11 = 27

HP: 16/62
Temp HP:
Healing Surge Value: 15
Healing Surges Used: 3/11
Status: Bloodied
AP: 0


male Half elf wizard 7

"I'd rather you were around to do the remembering," mutters Rin as he flails hopefully in the water.

"Just shove it under water Ordagg, there's no need to get fancy."


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


male Half elf wizard 7

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.


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.


male Half elf wizard 7

Keep the second wind and move to L9. Submerged if possible. That +2 to defenses may make a difference.


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


M Dwarf Warlock lvl 7

Frick, I meant to say I shifted, oh well...
Ordagg splashes through the water. Shift to R2.
Then he desperately swings. Basic attack vs. F2's AC: 1d20 + 13 ⇒ (19) + 13 = 321d10 + 1d6 + 11 ⇒ (3) + (3) + 11 = 17

HP: 9/62
Temp HP:
Healing Surge Value: 15
Healing Surges Used: 3/11
Status: Bloodied
AP: 0


M Dwarf Warlock lvl 7

Hey a hit! As an aside, I've got a job opportunity that is going to limit my posting for the next few weeks, and hopefully longer.

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