| Xabulba |
Ice serpent 1 1d20 + 7 ⇒ (10) + 7 = 17
Ice serpent 2 1d20 + 7 ⇒ (8) + 7 = 15
Ice serpent 3 1d20 + 7 ⇒ (20) + 7 = 27
Ice serpent 4 1d20 + 7 ⇒ (20) + 7 = 27
Serpent 2 leaves a trail of frost as it slithers up to Gerad and bites at him.
attack vs ac, 1d20 + 6 ⇒ (10) + 6 = 16, damage = 1d6 + 4 ⇒ (6) + 4 = 10 on hit ongoing 5 cold.
Initiative:
Ice serpent 2
Andar
Ice serpent 1
Carric (paralyzed, ongoing 5 drowning, ongoing 5 cold)
Gorad
Gerad
Ice serpent 3
Paxs
Ice serpent 4
Th'Kal
Andar is up.
| Andar Sevris |
Andar uses waves of telekinetic force to rearrange the serpents.
Dimensional Scramble, augment 1, centered on Gerad.
Vs 2 1d20 + 4 ⇒ (9) + 4 = 13 vs Fort.
Vs 3 1d20 + 4 ⇒ (19) + 4 = 23 vs Fort.
1d6 + 4 ⇒ (5) + 4 = 9 damage.
On a hit on 2, teleport it to D2. On a hit on 3, teleport it to E2.
I move to D5.
| Xabulba |
Andar picks up two of the serpents and throws them violently to the ground away from where they were.
Serpent 1 zips up and strikes at Andar.
Attack vs ac, 1d20 + 6 ⇒ (5) + 6 = 11, damage = 1d6 + 4 ⇒ (5) + 4 = 9 on hit ongoing 5 cold.
Initiative:
Ice serpent 2
Andar
Ice serpent 1
Carric (paralyzed, ongoing 5 drowning, ongoing 5 cold)
Gorad
Gerad
Ice serpent 3
Paxs
Ice serpent 4
Th'Kal
Carric is up. Take 10 hp damage from drowning and cold. Make save vs paralyzation and cold.
| Xabulba |
After a total of 17 damage, I have 9 hp left. Good times!!!
Saving Throw vs. MN weather (cold and paralyzation)
1d20
Whats MN?
You need to make two saves, one vs paralyzation and one vs cold. You can still take an action you just can't physicaly move from your poisition. You can move using a powers effect though.
| Gorad Bender |
Sandswimmer materializes out of the floor at D3. Minor assume d3 is okay if not e3
Sandswimmer makes a protective strike at Serpent 3.
1d20 + 5 ⇒ (16) + 5 = 21vs. Will
1d8 + 5 ⇒ (7) + 5 = 12 on hit Carric and Gerad gain 3 temp hps unless I end up in e3 then only Gerad
I begin to implore the healing spirits to grant Carric greater strength. downgrading movement into minor
Carric gains a healing surge +5 hps
| Gerad |
Gerad steps over towards one of the serpents, swinging his sword and stabbing with his dagger.
Move to C4
Minor: Hunter's Quarry on Serpent 1
Standard: Twin Strike on Serpent 1
Longsword, 1d20 + 6 ⇒ (7) + 6 = 13 vs AC, 1d8 ⇒ 8 damage
Dagger, 1d20 + 6 ⇒ (8) + 6 = 14 vs AC, 1d4 ⇒ 4 damage
If either hits, 1d6 ⇒ 4 extra Quarry damage
| Th'Kal |
X., how do you post your maps?
I see that you use deviantART.
I'm assuming that your maps are uploaded into your scrapbook (as scraps) since they're not in your gallery, but I don't understand how you post the links to a page that appears to be outside of the deviant Page.
Meaning, I can only get a link to http://<myname>.deviantart.com/art/<file> which takes people to my deviantART page.
How do you get a link to:
http://fc04.deviantart.net/fs71/f/2011/040/a/8/well_by_xabulba-d38kv7d.png
Which appears takes people directly to the image...
I feel like I'm doing something wrong on DeviantART, lol.
| Xabulba |
Gerad steps up to serpent 1 blooding it with a couple of quick slashes of his blades.
Serpent 3 focusing only on living creatures body heat slithers pass Sandswimmer flanks Gerad and attacks him.
Attack vs ac 1d20 + 6 ⇒ (19) + 6 = 25, Damage = 1d6 + 4 + 2 ⇒ (1) + 4 + 2 = 7 on hit ongoing 5 cold
Do summoned creatures get OA's, if yes Sandswimmer gets an OA.
Initiative:
Ice serpent 2
Andar
Ice serpent 1 (bloodied)
Carric (paralyzed, ongoing 5 drowning, ongoing 5 cold)
Gorad
Gerad (ongoing 5 cold)
Ice serpent 3 (bloodied)
Paxs
Ice serpent 4
Th'Kal
Paxs is up.
| Paxs |
Aegis of Shielding on Snake 3: you mark the target, and it remains marked until you use this power against another target. If the target hits someone within 10 squares of you, you can use an immediate interrupt to reduce the damage dealt by that attack to any one creature by an amount equal to 5 + your con mod (+3)
Move to C5
Sword Burst 1d20 + 5 ⇒ (20) + 5 = 25 vs ref against S1
1d20 + 5 ⇒ (14) + 5 = 19 vs ref against S3
1d6 + 4 ⇒ (6) + 4 = 10 force damage
Paxs stalks into the room and waves his sword around him and sends a wave of force into the two snakes.
| Xabulba |
Sandswimmer's OA mortaly wounds serpent 3 which is then killed along with serpent 1 when Paxs strides into the room and sends out a wave of arcane force.
Serpent 4 slithers up to Paxs and strikes at him.
Attack vs ac 1d20 + 6 ⇒ (14) + 6 = 20, Damage = 1d6 + 4 ⇒ (4) + 4 = 8 on hit ongoing 5 cold
Initiative:
Ice serpent 2
Andar
Carric (paralyzed, ongoing 5 drowning, ongoing 5 cold)
Gorad
Gerad (ongoing 5 cold)
Paxs
Ice serpent 4
Th'Kal
Th'Kal is up.
| Th'Kal |
Shift up one and Howling strike on serpent4: 1d20 + 6 ⇒ (6) + 6 = 12 vs AC, if hit: 1d8 + 1d6 + 5 ⇒ (3) + (5) + 5 = 13
EDIT:: And I think that snake has cover to me, so my attack is -2, So: 10 vs AC... ugg, Th'Kal will blame it on the sword
| Xabulba |
Th'Kal's unfamilarity with the borowed elven blades and odd angle of attack causes him to miss his target.
Serpent 2 snakes around the well to strike at Andar.
Attack vs ac 1d20 + 6 ⇒ (1) + 6 = 7, Damage = 1d6 + 4 ⇒ (3) + 4 = 7 on hit ongoing 5 cold
Initiative:
Ice serpent 2
Andar
Carric (paralyzed, ongoing 5 drowning, ongoing 5 cold)
Gorad
Gerad (ongoing 5 cold)
Paxs (ongoing 5 cold)
Ice serpent 4
Th'Kal
Andar is up.
| Xabulba |
Gorad sets up an attack for Paxs, Paxs makes the hit and bloodies the serpent.
Carric I still need a save vs cold.
Initiative:
Ice serpent 2 (bloodied)
Andar
Carric (ongoing 5 cold)
Gorad
Gerad (ongoing 5 cold)
Paxs (ongoing 5 cold)
Ice serpent 4
Th'Kal
Gerad is up and takes 5 cold damage and needs to make a save vs cold.
| Gerad |
Gerad winces at the cold, but tries to work his way round to flank the serpents before striking again at the nearest.
Shift to B3
Minor, hunter's quarry against Serpent in B4
Twin Strike against the serpent in B4
Longsword, 1d20 + 6 ⇒ (9) + 6 = 15 vs AC, damage 1d8 ⇒ 6
Dagger, 1d20 + 6 ⇒ (16) + 6 = 22 vs AC, damage 1d4 ⇒ 3
Hunter's quarry damage if either hits, 1d6 ⇒ 3
| Paxs |
Aegis of Shield against serpent 4, minor, Close burst 2, you mark the target, and it remains marked until you use this power against another target. If the target hits someone within 10 squares of you, you can use an immediate interrupt to reduce the damage dealt by that attack to any one creature by an amount equal to 5 + your con mod (+3)
Booming Blade 1d20 + 8 ⇒ (9) + 8 = 17 vs ac, 1d8 + 4 ⇒ (4) + 4 = 8 if the target moves away from me it takes 1d6 + 3 ⇒ (5) + 3 = 8 thunder damage
save 1d20 ⇒ 10
| Th'Kal |
Th'Kal gets impatient being stuck in the stairs and tries moving around to a better position, before swinging his borrowed sword at the serpent.
I know this may draw an opportunity attack, but the thing is marked and Paxs's shield should protect me from most of the damage.
Move around to a flanking position at A5.
Howling Strike on the serpent: 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16 vs AC, if it hits: 1d8 + 1d6 + 5 ⇒ (7) + (4) + 5 = 16.
HP: 23/29 (Temp: 0), Surges: 4/10, AP: 0/1
Enc. Used: -
Daily Used: Rage Drake's
Greataxe and Flail broken, now using a borrowed longsword two-handed
| Xabulba |
Between Th'Kal's attack and the after effets of Paxs' attack the serpent splinters into hundreds of peices.
But befor it dies it takes one last attack against Th'Kal.
Attack vs ac 1d20 + 6 ⇒ (20) + 6 = 26, Damage = 1d6 + 4 ⇒ (5) + 4 = 9 on hit ongoing 5 cold
edit: Crit damage on Th'kal is 10 + 1d6 ⇒ 10 + (1) = 11 and ongoing 5 cold damage.
Combat is over everyone gains 100XP & an AP.
I still need Saves vs cold from Carric, Gerad & Th'Kal. Each time you miss you take 5HP cold damage.
Now that the wells guardians are gone only the warm and compelling light coming from the well remains.
| Th'Kal |
(Assuming Pax's shield was able to save me 8hp damage) I take the left over 3 + the 5 ongoing before I make my save.
Save vs Cold: 1d20 ⇒ 14
and, I'll spend a surge to bring me to 22 of 29.
HP: 22/29 (Temp: 0), Surges: 3/10, AP: 1/1
Enc. Used: -
Daily Used: Rage Drake's
Greataxe and Flail broken, now using a borrowed longsword two-handed
Not wanting to test if the well still has a "suck you in effect"...
Th'Kal closes his eyes and moves over to the well, feeling for the edge he will reach over and try to give Carric a hand in getting out.
"Carric! How are you doing down there? Let me give you a hand."
Not sure if I need to roll an assist or an athletics check, but just in case:
Strength: 1d20 + 4 ⇒ (18) + 4 = 22
Athletics: 1d20 + 10 ⇒ (19) + 10 = 29
Oooh, Carric don't forget to check around for treasure down there :) lol
| Xabulba |
"Pea.... (uh what is the Athas equivalent of a peach? lol) Just fantastic!!"
A figg so you would be figgy.
with the help of Th'Kal and the other Carric can get out of the well easily.
In the brief time Carric was in the well he noticed that the bottom was covered in glowing ice crystals with what looked like a skull imbedded in the ice.
| Th'Kal |
Andar, maybe you could also try to determine if the trap is still active, and if it is, whether it can be turned off... I'm not sure the rest of us want the cold shower that Carric took.
If Th'Kal new anything of acrana, he'd help.
| Andar Sevris |
Andar, maybe you could also try to determine if the trap is still active, and if it is, whether it can be turned off... I'm not sure the rest of us want the cold shower that Carric took.
If Th'Kal new anything of acrana, he'd help.
Yes. Basically, anything I can find out about the trap with that arcana roll.
| Xabulba |
The trap and creator seem to be one in the same, the skull at the bottom of the well.
The compulsion it creates to have people jump in the well seems to be for the purpose of obtaining bodies for the skull to possess.
The only way to disarm the trap is to destroy the skull.
To destroy the skull someone has to go down the well and free it from the ice, then crush the skull disrupting the soul inside.
Who ever goes in has to make a save vs paralyzation and cold, swim to the bottom and make 3 athletics rolls DC15 to free it from the ice. Once free it can be destroyed by doing at least 10HP damage to it.
| Th'Kal |
Gerad, Paxs, and myself are trained in athletics (I think I'm highest at +10). I'm not at full health 22/29 (with 3 surges left). I could use a surge, be at full and still have some healing left in case I start drowning...
Whoever ends up going down there, maybe Sandswimmer could come down with them and provide extra healing from Gorad?
Also, I know it's a long shot, but does anyone have any protection from Cold abilities??
| Th'Kal |
"Good plan. I've got some in my pack." Th'Kal begins to secure a rope to himself in preparation to decend into the well.
I'll also spend another surge to get me to full.
HP: 29/29 (Temp: 0), Surges: 3/10, AP: 1/1
Enc. Used: -
Daily Used: Rage Drake's
Greataxe and Flail broken, now using a borrowed longsword two-handed