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navyjack
Jul 15, 2006



Borok

He regards the dead g'rdk'lf with dispassion, "If this Tolarius is responsible for what we saw above, this is not the last corpse we will see, I don't think."

He looks downward, "We should continue to move along. Distances in the Below are not what they are Above, and it will take time to make this journey. We will be going even further down than the dvrgr choose to mine, and it will not be kind to you Tall ones."

His eyes, honed by centuries of experience, continually probe the path of descent, looking for the best, fastest, yet safest way to continue along.

Dungeoneering: 1d20+18 31

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Dallan Invictus
Oct 11, 2007

The thing about words is that meanings can twist just like a snake, and if you want to find snakes, look for them behind words that have changed their meaning.
Landra

"Could his mysterious disappearance really just be about chasing thieves? I doubt the High Mage bargained on that." Her tone is wondering, curious, surprised at another wrinkle. "But what did he find at the end of his chase? And what will we find at the end ours?"

She nods at Borok, then. "Or during it, for that matter. This is your element, so I am all ears."

Clanpot Shake
Aug 10, 2006
shake shake!

Taldrel Darlhunt

"We should move quietly." Taldrel says as he peers into the darkness. "They say the dark watches you down here, and we know there are no shortage of threats contained therein. Let's set to finding the city and be quiet about it."

MMAgCh
Aug 15, 2001
I am the poet,
The prophet of the pit
Like a hollow-point bullet
Straight to the head
I never missed...you
On this drow, too, Taldrel finds no particular house insignia, only the not entirely unfamiliar device of Erelhei-Cinlu itself on a shred of leather sticking messily to the stone – though this time, the device is intact, which is considerably more than can be said for its erstwhile wearer.



Leaving the corpse, you continue your descent, a handful of life and light hemmed in above and below by that immense, subterranean dark. Between Borok's watchful eye and the surefootedness of the rest of the party, the climb at least proves unperilous, though it scarcely is any less exhausting for it, and another day must be in full bloom somewhere high above by the time you reach what appears to be, for the time being at least, the bottom of the shaft, where it begins to level out gradually until it opens into a larger cavern. This is a strange-looking place, the stone all around you shot through with veins of scintillating ores, the uneven floor and cragged ceiling studded with stalagmites and stalactites like the petrified jaws of some huge beast, and an abundance of creeping lichens and dimly phosphorescent mushrooms covering much of the ground and part of the walls. There's an otherworldly beauty to it, certainly, but mostly this environment is subtly alien, and most of you can't help but feel every bit as out of place as you would on an entirely different plane.

This isn't taking into account the fact that you are miles beneath the surface, with untold tons of earth and rock above your heads, of course. It is not a great time and place to be claustrophobic, or even just to have a particular preference for fresh air and sunlight.

Meanwhile, there is no sign of the drow or Erelhei-Cinlu itself to be seen anywhere, but to Borok, at least, this isn't necessarily a surprise. The Underdark is a vast place, after all, and for all he (or anyone else) knows, the drow had a good reason to commence their ascent away from their great city. Finding it shouldn't be that hard, the dwarf reasons; at worst, it is a question of locating the King's Highway, a network of broad tunnels criss-crossing the whole of the Underdark, named for the fact they were created by the passage of the wounded god Torog when the world was young. From there, Borok reckons that following the Highway east should, eventually, lead him and his allies to Erelhei-Cinlu – the huge cavern in which it is situated, called the Vault, is rather difficult to miss. Then again, perhaps this shaft is not actually situated all that far from the great city and you'll be there sooner than you know.

Assuming you don't run into any trouble on the way, of course.

navyjack
Jul 15, 2006



Borok Stormspeaker

He reaches one hand out to touch the wall beside him, and draws the first truly comfortable breath since leaving the Dwarfhome for the low-lands. The secure feeling of a billion tons of stone cocooning him within the earth, even for a Dwarf as comfortable with the outside as he, is like returning to a mother's embrace.

He takes advantage of the pause to fish his flask out and take a gulp of the liquid within, then, closing his eyes and turning slowly in a circle, he takes a deep series of breaths through his nose.

"That way, I think," he says, opening his eyes and pointing, "The King That Crawls has a particular stench, even after all these aeons. Our path lies along the King's Highway, that He made in His mad pain. I wonder if He as well has vanished, for they say, and it is true, that one can meet him, dragging himself through these tunnels, searching for students he can instruct in the ways of His Agony."

"It is well to keep Him in mind, in any case, for those who dwell here, those we seek, they belong to Him as much as they do the Spider Queen, although they would deny it. She gives them treachery and guile, but is is He who gives them cruelty.

"Come. We have far to go, I think."

ooc: Dungeoneering 28 from orokos says go this way!

Clanpot Shake
Aug 10, 2006
shake shake!

Taldrel Darlhunt

Taldrel isn't surprised when the dwarf turns to the drink - this place was oppressively claustrophobic. Taldrel himself had no such phobia, but the idea of miles of stone above him made him... uneasy. Best not think about that.

The dwarf's ramblings about things crawling in the tunnels sounded oddly superstitious, but the dwarf could be presumed to know about such things down here. He doubted they would encounter the Spider Queen or whoever this crawling king was, but he was on guard regardless. Taldrel starts following Borok, hoping the dwarf knew where he was going and didn't get too drunk to get them there.

Dallan Invictus
Oct 11, 2007

The thing about words is that meanings can twist just like a snake, and if you want to find snakes, look for them behind words that have changed their meaning.
Landra

She, on the other hand, had grown less and less comfortable with every successive downward step into a realm that carried the very antithesis of her home, of her spirit. Thankfully not so much afraid as unsettled, but even that was an unwelcome feeling, one only slightly mitigated by what even she had to admit was a beautiful sight in the cavern they emerged into.

"Surely if the lich has lost his god, then so have our cousins. Small mercy, that. Perhaps that even drove their theft?" She muses quietly, her voice uncharacteristically questioning and tentative as she falls into line close behind Borok. "Let us hope we are not far from finding out."

TheArchimage
Dec 17, 2008
Calderos

Calderos had slept in caves or burrows before, but going this deep underground was something new for him. He could not say he looked forward to it; digging so deeply into the earth mother seemed... rude, was the best way he could think of to describe it. But he would endure this mild discomfort; it seemed they had no choice. "I am glad to have you with us," he said to Borok. "Your expertise and knowledge is a great boon. I will take your advice and proceed with caution."

MMAgCh
Aug 15, 2001
I am the poet,
The prophet of the pit
Like a hollow-point bullet
Straight to the head
I never missed...you
With Borok leading the way, you set off into the cavernous darkness in search of the King's Highway. Those unfamiliar with it soon find the Underdark to be a labyrinthine, if surprisingly diverse realm: one minute, you might be crossing a cavern so vast its ceiling lies beyond the range of your lights, with a still, black lake resting mirror-like amid the stalactites and rocks riddling the ground, while the next minute you're forced to squeeze through painfully narrow cracks in what is otherwise an impenetrable wall of stone, coming face to face with pale, eyeless millipedes and very nearly getting stuck in especially tight spots more than once. On occasion you have to retrace your steps, foiled by insurmountable rockslides, collapsed ceilings or bottomless pits gaping in the ground, the results of violent upheavals of the earth that even Borok could not have predicted. It frequently is slow going, and what appreciation one holds for the stark beauty of the Deeps is likely to fade quickly as one's endurance is put to the test navigating their dark caverns and winding tunnels.

The only denizens of this subterranean world you encounter, at least, are harmless if decidedly alien, and thoroughly adapted to the almost perfect darkness that suffuses this "world beneath the world", as it is sometimes called. Colourless, if not outright translucent hides and a general lack of eyes are a common trait here, both in the many-legged (and, betimes, unsettlingly oversized) insects and arachnids that scuttle from or into cracks and holes in the rock as you draw near, and in the lizards and glistening fish-things that observe your passage from lightless ponds and lakes, unseeing heads turning silently to follow your every move. What flora there is manages to be marginally more familiar-looking; there is a variety of mushrooms, some jutting from the bare rock on stalks the size of a man, a kind of pollen or tiny insects – which withdraw somehow as you approach, making it impossible to tell for sure – dancing softly in the phosphorescence many of them shed, while other kinds of fungi cover vast areas of seemingly barren stone like fallen cobwebs and fields of mossy lichens muffle the tread of your boots somewhat.

You have been travelling for an hour or two – Borok feels quite confident you're headed in the right direction; the raiders apparently chose a rather remote location for their climb – when the relative monotony of your journey is finally broken by a very much unexpected noise. It is a scream, a male voice screaming in surprise that quickly degenerates into abject panic and terror, interspersed with frantic yelling for help in Elven in a mode that sounds drowish enough to Borok and Landra at least. While the cavernous reaches of the Underdark make it difficult to determine where exactly a sound is coming from, this one appears to be originating fairly close at hand; Calderos in particular is sure that the shouting man, and whatever or whoever is causing him such grievous distress, can be found beyond a particular, narrow tunnel in yonder part of the cavern – which would be, according to Borok's directions, north.

Softly humming in its sheath, Landra can feel how much the notion of a drow in dire and possibly mortal peril pleases Lalaith; the late general's stance on the subject of drow, after all, was very traditional for an eladrin, though whether this speaks in her favour or not may be a matter of some debate.

Clanpot Shake
Aug 10, 2006
shake shake!

Taldrel Darlhunt

Hearing cries for help in the Elven tongue set Taldrel into action. With a quick (and instinctually quiet, given the silence of the place) order to follow him, Taldrel runs toward the cavern the sound came from. His first thought was a raiding party had taken prisoners, and someone was being murdered. The thought of drow speaking the same tongue as elves on the surface did not occur to him, having never met one.

navyjack
Jul 15, 2006



Borok

"Wait! Cautious b...," he sighs and gives vent to an untranslatable, and, to non-Dwarves, unpronounceable, obscenity, "After him. Not all things are what they seem to be here Below."

Suiting action to words, he stumps off after the War Elf, grumbling, keeping alert for any sign of ambush or trouble.

Perception: 1d20+11 27

navyjack fucked around with this message at 02:33 on Apr 17, 2012

TheArchimage
Dec 17, 2008
Calderos

Either the screaming man would try to kill them, or whatever was killing him would try to kill them. Or perhaps things could get really exciting and they would both be trying to kill them. Calderos pulled out his shield and hammer, following Taldrel at a distance. He could not be as quiet as Taldrel or even novice hunters, and made no attempt to do so. Better to face a foe head-on and crush him utterly, so no excuses could be offered later. He attempted to keep an eye out for trouble, but he was uncertain whether he would recognize a danger even if he managed to spot it in such a deep darkness. Borok's warning added further doubt; in such a strange land how could he be certain what was and was not a threat? He was just lucky his ears were better than his eyes, else he would have even missed the cavern Taldrel and now all of them were heading towards.

Perception: 1d20+15 16 Natural 1 yup yup

Dallan Invictus
Oct 11, 2007

The thing about words is that meanings can twist just like a snake, and if you want to find snakes, look for them behind words that have changed their meaning.
Landra

"Let the dr-" but she cut herself off as Taldrel quickly outpaced the volume she was willing to raise her voice to in such a fraught situation. Cursing, she drew her weapons and jogged ahead towards the tunnel, trying to find a glimpse, or sound, of her enemy's enemy, if only to help her decide what to do with it.

Taldrel was a sturdy fellow, surely he would last longer than an already beleaguered drow. There was no need for undue hurry, so she stayed close to the others rather than breaking into one of the frenetic sprints she was known for.

Perception (what's eating the drow?): 1d20+15 16 Natural 1s for EVERYBODY!

ForestHobo
Sep 19, 2004
Roses are red, violets are blue, omgwtf, I love you.
Lorn Ardnen

Nothing to be done for it now, Lorn hefts his hammer and, quietly, follows. The distressed, hysterical tone to the man's cries was difficult to ignore, and the urge to render assistance, or at least quickly assess the situation, pressing.

Listening carefully, Lorn attempts to discern the nature of the assailant.

Perception: 1d20+7 17 Well the roll is a little better at least :v:

ForestHobo fucked around with this message at 04:32 on Apr 21, 2012

MMAgCh
Aug 15, 2001
I am the poet,
The prophet of the pit
Like a hollow-point bullet
Straight to the head
I never missed...you
The eerie thing is that, no matter how much you strain your ears, you do not hear anything other than the screams of the terrified drow and the more or less pronounced noise of your own movements – no violent clash of battle, no bloodthirsty beast snarling in anticipating of a fine meal, nothing: only the unadulterated terror of some lone spark of life about to be snuffed out.

Shortly after rounding another narrow bend in the twisting tunnel, you emerge into another cavern, which would be lit but dimly by a few patches of giant mushrooms if it weren't for your own lights. It is not an especially remarkable cavern as such; a number of tightly clustered stalagmites are present as expected, and veins of ore streak the ground here and there, seeming to effervesce like rapids on a raging river. The centre of the cave is noticeably depressed, resulting in an area some ten feet lower than the rest of its rocky floor, in the middle of which sits a stalagmite of prodigious size. For the most part, its downward slopes are covered in gravel and tiny bits of rock, making for decidedly unsafe footing; if one wishes to descend to that lower ground, the only truly safe way to do requires one to circle around the entirety of the cavern first.

You spy the yelling drow near the far side of this vast chamber. He is thrashing about frantically, making it difficult to get a good look at him, but he doesn't seem to be a soldier, if only because a soldier probably wouldn't be caught hacking ineffectively at a rope around his waist with a knife like this man is doing. The said rope, a thick and knotty thing, is being used to drag him ever closer to the large stalagmite nearby, behind which the drow's malefactor appears to be hiding – until the stalagmite half-turns to regard you with a large, baleful eye and a number of additional ropes begin to detach from its rocky surface, rising threateningly in the air like whips possessing some dire sentience. Clearly, this "stalagmite" is a spire of rock rising lifelessly from the ground no more than the "ropes" sprouting from it are lengths of inanimate fibres. This is a roper, a predator from the Elemental Chaos exceedingly adept at pretending to be a part of the environment until suitable prey wanders too close, at which point it uses one of its countless tentacles to ensnare the hapless creature and drag it close enough to devour it alive. It is a simple modus operandi, but a dreadfully effective one to be sure.

Moreover, you are apparently not the only ones whose attention has been attracted by the drow's panicked screaming. On the far side of the cavern, emerging from two other dark tunnels, a number of grey-skinned, eyeless humanoids known as grimlocks come into view, savage creatures driven to stalk the lightless reaches of the Deeps by the singular desire to slaughter and feast anything that crosses their path. They are clad in crude hides and skins, and the tallest among them begins shouting in a feral, unintelligible tongue when he notices you, whatever other senses these creatures possess clearly compensating more than adequately for their lack of sight. The loud one is as physically imposing as Calderos: his bare chest is thick with scars and ropey muscles alike, and there's a heavy morningstar in his hands that looks as though it is made of solid stone, to say nothing of having seen considerable use. The three grimlocks accompanying him are almost skinny in comparison; adorned with simple fetishes and charms, and bearing twisted totems, they look more like shamans or clerics of whatever primitive deities such creatures revere. This does not make them any less dangerous, though: there is more to the profound darkness of the Deeps than the absence of light, and any creature of even moderate cunning may learn to harness their perpetual shadows, to blind and smother its foes with them – a kind of dark magic wielded not just by the drow, though they are usually viewed as the most skilled practitioners of that black art.

Even so, the ranks of those who appear to stand against you are not yet exhausted. The grimlocks are accompanied by a demon, though a lesser one at least, bound or thralled to their service somehow most likely. It is a tall but skeletally gaunt thing known as a babau, largely humanoid in appearance if one ignores its short, segmented tail and the large curved horn rising from the back of its head; some kind of glistening, acidic secretion is dripping ceaselessly from its grey skin and fanged maw, virtually coating it from head to clawed toe in a vile sheen of slime. As if that weren't enough, though, there seem to be two other creatures quite close at hand to boot, freshly arrived on the battlefield just as you have and partially concealed from view behind a jutting bulge of stone. Only Lorn and Taldrel are in a position to make out anything about them at all; one of them appears to be distinctly humanoid, while the other is distinctly...many-legged. Neither of them looks like another grimlock, at first glance at least, but beyond that their identity is a mystery – for now.

Let him die, Lalaith all but hisses in Landra's mind. The only good drow is a dead drow. Let him die!


Borok: The grimlock is speaking an especially debased Deep Speech dialect, one even you can hardly make sense of. Based on the fact that the equivalents of terms like "prey", "fresh meat" and "gorging" figure prominently into his crude but excited utterances, it seems a fair bet that he and his followers would gladly dine on some more or less succulent surfacer meat if given half a chance.

First of all, everyone please give a warm welcome to Robodog, who shall be bolstering our illustrious ranks from now on! There isn't much else for me to say, other than to point out that his character's spider pet counts as a full-fledged creature and ally in pretty much every regard, so you can flank with it and everything. Keeping that in mind...

Combat tracker. Next up: Borok.

Lorn decides to use Rune of Meritorious Alacrity, so everyone gets a +10 bonus to their initiative. (You are of course free to leave the drow to his fate, you monsters. Luckily there are two Good party members, I guess!)

Anyway, you may notice that I've expanded the combat tracker a little, based in part on a suggestion Adrinidad made after our last encounter. Using the tabs at the top of the page, you can now view a detailed breakdown of every instance of damage/healing received by any creature in the current encounter, along with their surge expenditure. This way, almost all of my combat bookkeeping is now taking place online, which really makes me feel like the future's here at last! If everyone could check their character's sheet and let me know if the Abilities/trigger section contains everything of relevance, that'd be great.

Oh, one last thing: which PCs are holding sunrods or comparable light sources? I know most of them can't right now, but
someone has to!

MMAgCh fucked around with this message at 01:51 on Apr 20, 2012

navyjack
Jul 15, 2006



Borok

How many times in his more than three centuries of life has he stood like this, in a dark cavern, enemies spewed up from the bowels of the earth before him, companions by his side? However many, it is almost a homecoming as he limps a few steps forward, staff and sunrod raised, and calls forth the lightning.

Bright wisps, hotter than the sun play over the skin of the monstrosity hanging from the ceiling, showing every horrid detail in sharp relief. The galvanizing charge makes it stiffen and twitch. It will be an easy target for the next few moments.

"It is vulnerable now," he says, voice quiet in the aftermath of the lightning's crack, "Strike as you can."

He pauses for a moment, and digs at the gravel below him with a toe, "And watch your footing."

ooc: It takes a -4 to all defenses until the end of my next turn, and I get a +1 to a thunder attack on my next turn.

Move: Q15, Standard: Lightning's Revelation vs Reflex: 1d20+16 30 2d6+8 12


AAaannd I didn't notice the bit of the gravel slope. Acrobatics (gravel slope): 1d20+5 21 Luckily, I aced it!

navyjack fucked around with this message at 03:34 on Apr 21, 2012

TheArchimage
Dec 17, 2008
Calderos

He did not move out of love for the drow, but reasoned he would rather avoid interrogating another corpse. If they could get information from this drow, let it live to tell its tale.

More by instinct than calculation, the minotaur decided he did not have time to run the long way around the incline... but neither did he feel he could keep his footing on such loose ground. With a running start he leaped up the slope without touching the gravel, allowing his momentum to carry him to the Roper. A sickening crack with his hammer actually managed to dislodge the monster and send it tumbling, but the follow-up swing went embarrasingly wide. At least now he knew he held its full attention.

Taking my turn before I'm gone for the weekend.

Move: to P14. If possible, I would rather attempt to leap up the slope rather than climb it. I'm admittedly a little dodgy on the jumping rules, but leaping one square up and two across should be possible with a running start and a 27. If you decide jumping isn't possible or that roll isn't good enough, feel free to make an Acrobatics check for me; in the likely event I fail that, I spend my Standard to stand instead of doing the stuff below and don't spend my action point.

Standard: Charge to N15, using Bull Charge instead of a melee basic. I get a +1 to attack from charging and +4 to damage due to the synergy of pushing + Hindering Shield + Crippling Crush.
Bull Charge vs Fortitude: 1d20+19+1 28 2d10+11+4 25, Crag Roper is pushed to K15-L16, slowed, marked, and takes a -1 penalty to AC (save ends); I shift to M15, gain 8 temp HP, and make a secondary attack.
Bull Charge Secondary Attack (vs. Fort): 1d20+19 21
With the -4 to defenses, that's barely a hit. The Roper is also knocked prone.

ACTION POINT!
Standard: Anvil of Doom, with a +2 bonus to the attack roll for CA.
Anvil of Doom vs AC: 1d20+19+2 22 2d10+11 20
Another 1. Welp,

Robodog
Oct 22, 2004

...how does that work?
Ilminidia

On the one hand, the piercing screams echoing across the caverns had made her job in finding the man quite a deal easier. While she knew the general area where he was supposed to be be the specifics were lacking, and it was beginning to look like the general wasn't exactly accurate either. While she wasn't fearful of anything that would dwell here, she did have better things to do with her time than to wander around the Underdark all day when this was supposed to be a simple matter. How hard is it to stay in one drat place so you can be found, anyway?

But on the other, all that screaming might only lead to his dead body by the time she got there. Which, while a useful result for some, would greatly irritate her. It's one thing to be assigned a task and then fail it during the course of the mission, drat near everybody has experienced that. It's a part of life to learn and get better from. Plus she can say she at least tried. But to have the whole operation implode before you even bloody well get there? Well that's just plain annoying. And then she'd have to put down whomever it was that killed him, meaning a mountain of extra work to with nothing to show for it. For all involved she hoped the screaming continued until she got there.

It had been a while since she had been deep in the labyrinthian tunnels under and around Erelhei-Cinlue like this, but it never took long for feel of the gloom to come back to a Drow around their home city. In a light jog she chases after the only noise that broke through the otherwise dead silent caves, Sszzt trailing close besides her on the wall. The moderately large spider, by Drow standards anyway, had been leading the way in tracking the man prior to the screaming. But now that there was something solid to follow he was pushed out of the way to let Ilminidia take charge.

As the two get close to the screaming a cavern seems to open up ahead, with a not insignificant amount of movement to go along with it. Thankfully though the first thing seen is the man they were after, trashing about and screaming like a child. Not graceful, but all she needed was for him to still be alive. Unfortunately, there was some rather hungry looking grimlocks behind him which might want to stop her from doing that. And it goes without saying that the huge, tentacled beast would not react well to somebody taking away its meal at all.

…and the reaction the human and elven half breed might have? Probably not good, simply by the fact they were in the Underdark and didn't look like they were hired for merc work. Perhaps they were more interested in killing the grimlocks than anything to do with Drow, but she wasn't going to go out on a limb for that. And under the frantic screaming she could hear more than just two people talking, so there had to be more of them. Like perhaps a dwarf, as a diminutive figure trundled out and bright flashes came down around the huge beast. Or maybe a minotaur, one who seemed to want to save the creature the trouble of trapping him first and charged head first into the pit.

Well, good for them. Throwing themselves right into the beast's maw, very nobel to feed such a hungry monster with their own corpses. It might give her enough of distraction to go drag the more recalcitrant dinner out of danger. At least for the time being.

~
Hi everybody!

MMAgCh
Aug 15, 2001
I am the poet,
The prophet of the pit
Like a hollow-point bullet
Straight to the head
I never missed...you
While Borok successfully calls on the divine powers with which he was invested all these decades ago, drawing the roper's attention and rendering it that much more susceptible to any follow-up attacks from his companions, Calderos puts on a positively graceless display as he goes crashing down the gravelly slope like a great, metallic, horned boulder, and it is all he can do to right himself again after arriving on lower ground rather than taking the fight to the elemental predator.

TheArchimage: it is a downward slope rather than an incline, what with the roper being on lower ground and all that. In light of that, jumping wouldn't have made any sense (being a drop of 10 feet it actually would be a worse deal than risking the slope), so I had Calderos make an Acrobatics check which unfortunately he botched as badly as can be. :shobon:

On a more general note, please note that any bolded defence figures given in the combat tracker already include any bonuses or penalties the creature in question is suffering, so for instance Calderos' secondary Bull Charge attack would not have hit anyway.

Combat tracker. Next up: Lorn.

Dallan Invictus
Oct 11, 2007

The thing about words is that meanings can twist just like a snake, and if you want to find snakes, look for them behind words that have changed their meaning.
Landra

The last of them to enter the cavern, she couldn't help casting an eye backward, and then forward to Borok. Are you sure there isn't another way to the city?, her look at the back of the dwarf's head would ask, but nobody is watching her expression: the Underdark menagerie before them has seized their full attention, leaving only a little curiosity to spare for the mysterious third player, which she glimpses in the corner of her eyes as she advances.

So be it: if the only way forward was through, then they would cut a way through. And if the drow that had drawn Taldrel in here survived to tell a tale, well, what would be would be.

Making up for lost time, she strides forward with both weapons drawn, gliding effortlessly down the slope into the beast's pit and announcing her presence with a spectacular series of lashing blows to the thing's emerging tentacles. She needed to hold its attention, let alone the grimlocks', long enough for the others to get into position, and her voice rings out in her native tongue, a challenging clarion for the foes ahead.

"Do not think yourselves safe! The rope that can hold me has been neither made nor born!"

Move: ->Q17. Acrobatics (gravel slope): 1d20+16 27
Minor: Into the Fray -> N17. Saving throw (fatestone): 1d20 10
Standard: Blades from All Angles vs AC (Roper): 1d20+16 31 3d8+15 29

Dallan Invictus fucked around with this message at 21:51 on Apr 21, 2012

Robodog
Oct 22, 2004

...how does that work?
Ilminidia

A rather angry sounding eladrin slides down to the beast and manages to topple it over. Tentacles wiggle around in a distressed manner, and the ones around the drow catch and wind themselves around him as they trash about. Which meant pulling him free wasn't looking quite so possible as it was before. Nothing is ever so easy, is it? "See if you can help him." She tells Sszzt in a series of chittering clacks and squeaks that send the spider skittering off towards the struggling drow. He might not be able to get him free, but having him close by was better than nothing if those grimlocks decided they hankered some drow for dinner.

With the quick in and out unviable, Ilminidia is set on an unfortunately more direct route to stopping the drow from being eaten. By killing everything trying to eat him before they got the chance. "Yes, shout at the barely sentient rock. That will get it's attention." She calls out to the eladrin as she slides down the rocky slope, the shining white sliver of a sword in her left hand contrasted by the hefty lump of crystal and white gold encrusted wood in her right. Letting her momentum take her Ilminidia holds her sword down at her side as she charges towards the monster, bring it up to slash at the body and tentacles and leaving a lingering silver glow in the wound. "And the blind ones are probably more interested in your human than your shouting. Human is their favourite flesh."

~
Move: Ilminidia S24 -> N20. On the gravel so need to roll to not fall over Roll to fall flat on my arse: 1d20+11 27
Sszzt running S25 -> K22 going diagonally from M23 to L22 then through two fatestone squares Fatestones: 1d20 17

Standard: Can't reach the punk normally so I have to charge. I think I end up in M17. Moonfire Blade is my MBA for it, with +2 from CA and +1 from the charge Charge to hit: 1d20+18+2+1 23 then damage Damage: 1d12+21 24 e: also assassin damage Extra bonus assassin death damage: 2d8 11

Notes: If the target ends its next turn adjacent to me it takes +5 radiant damage.
If the target attacks me before the start of my next turn it takes +5 radiant damage.
I gain +1 shield bonus to AC/Reflex until SONT?

Robodog fucked around with this message at 03:40 on Apr 23, 2012

ForestHobo
Sep 19, 2004
Roses are red, violets are blue, omgwtf, I love you.
Lorn Ardnen

Though not keen on entering into range of the whip like tentacles, Lorn finds seemingly sound the strategy to distract the creature quickly if they are to save the elf. The other drow was unexpected, but apparently willing to help in the short term. Tongue as sharp as Landra's, and a sword to match, the woman was either a powerful ally or a deadly foe. The priest hoped for the former.

Pausing momentarily at the top of the slope, Lorn sighs quietly, before attempting to make his way down the precarious incline. Attempting to move quickly, but carefully, he makes it only a couple of steps before the ground beneath his heavy plate boot gives way. Falling on his back, the priest rides his armor as a makeshift steel sled to the bottom.

"I'm too old and stringy for a cookpot," he quips, pulling himself labourously to his feet. Gesturing at the rock-like creature before them, he adds, "and unless I'm mistaken, the cave intends to dine first.

Never one for good first impressions...

Move: T13->R17->P17 Acrobatics to avoid pratfall 1d20+4 9 nope!
Standard: Stand Up
Minor: Consider how nice a mug of ale would be at this exact moment

ForestHobo fucked around with this message at 01:22 on May 4, 2012

Robodog
Oct 22, 2004

...how does that work?
Ilminidia

"You had better hope they don't mind mutton every now and then." The drow calls back to the human. "I'd much rather they gnaw on your arm than take him on a silver platter." She throws a quick nod up at the struggling man, lunging for a quick slash that sunk deep into the monster's flesh.

~
Forgot assassin bonus damage but MMA let me add it :woop: Extra bonus assassin death damage: 2d8 11

MMAgCh
Aug 15, 2001
I am the poet,
The prophet of the pit
Like a hollow-point bullet
Straight to the head
I never missed...you
As Landra steps onto the patch of strangely veined ore, she briefly succumbs to a dizzying sensation, as though she had more than one pair of eyes – many pairs, gazing upon many skeins of fate, of destiny, in some of which she is the victor while she is utterly defeated in others. The visions dance about, taunting her, until they begin to blur and overlap, merging gradually into one: a glimpse of the future in which her blade strikes truer than ever, a potential for great carnage.

With Landra's well-wielded scimitar all but felling the monstrous stalagmite-monster and the strange drow warrior's resplendent sword leaving an even more lasting impression, it falls to Lorn to ruin this streak of success, the Erathan's arrival on the battlefield less than imposing, let alone conducive to freeing the hapless drow male from the roper's unrelenting grasp. The grimlocks, at least, initially are not much more successful than the heroes, two of the shamanic ones the first to join the fight. The bolt of utter darkness one of them hurls at Ilminidia misses her by a fair margin; his companion, on the other hand, ignores the heavily armed adventurers entirely and moves quickly towards the thrashing drow, raising a grey-skinned hand to weave a cocoon of shadows about him.

When it has faded again, the dark elf dangles motionless from the iron grip of the roper's tentacle. He might not be dead yet, but unless he receives some potent assistance soon, he surely will be soon...


Grimlock Benighter #1 moves D12->I9.
   He uses Darkbolt on Ilminidia and misses (R:5+18).
Grimlock Benighter #2 moves D21->G22.
   He uses Soulblight on Panicked Drow and hits (A:19+19); Panicked Drow falls prone and is dying.


Combat tracker. Next up: Taldrel.

MMAgCh fucked around with this message at 20:54 on Apr 25, 2012

Clanpot Shake
Aug 10, 2006
shake shake!

Taldrel Darlhunt

"I thought you came from the mountains, Calderos!" Taldrel yells as he hurls his spear the creature, exactly where it's body would have been had it not been knocked prone. Taldrel's words prove insufficient to urge the minotaur down the slope.

Seeing the panicked drow limp and being tossed about Taldrel yells over, "Hey, drow! We're in this mess because of you! Don't go dying on us!"

On My Mark vs Crag Roper: 27 hits, barely, for 16 damage
effect: Calderos may shift 3 squares as a free action, then make a basic melee attack with +4 to hit: 27 for 21 damage
I'm at -2 for it being prone so I guess I miss!
Inspiring word on the Panicked Drow: 15 health

pre:
HP: 88/88                        AC  : 28 
Surges: 10/10 (22hp)             Fort: 26
Action Points: 1	         Will: 21
Speed: 5	                 Refl: 25

Basic Melee Attack: +19 vs AC, 1d8+8 damage (+3d6 on crit)
Basic Ranged Attack: +19 vs AC, 1d8+8 damage (+3d6 on crit)
Skirmishing Presence: When an ally that can see me spends an action point,
   they may shift 5 squares before or after making their attack.
Longarm Action: When you spend an action point for extra action, increase melee reach with spear by 1
Tactical Shift: When an enemy strikes an ally, that ally can shift 6 squares as an immediate interrupt. 
  Range 10.  Allow one OA. Trigger on:
   - any ally under 50% health is struck
Shield of Defiance: Spend a healing surge after being crit.  Immediate free action.
  Trigger on:
   - Any time Taldrel is crit and under 80% health.
Evil Eye Fetish: An enemy with CA against me takes 3 necrotic when they hit me.
Casque of Tactics: INT+1 for powers that are not attacks
Helm of Heroes: You and each ally within 10 squares gain +2 item bonus to saving throws against fear effects.

At-Will: Direct the Strike, Paint the Bulls-Eye 
Encounter: Knack for Success, Inspiring Word 2/3 (minor action), Race the Arrow, 
   Aid the Injured, On my Mark, Reorient the Axis, Running Slash
   Driving Spear, Signal the Charge
Daily: Relentless Wounding, Create Opportunity, Force of Fellowship, 
   Tactical Shift, Whirling Spear, Healing Surge (free action), Shield of Defiance, 
   Gauntlets of Ogre STR (free action, +5 damage on melee attack), Helm of Heroes

TheArchimage
Dec 17, 2008
Calderos

Slow! Clumsy, stupid, and slow! Taldrel's mild rebuke became a cruel insult and set something in the minotaur alight. He rapidly closed ranks with the roper, and a solid blow restored some of his pride.

The "ally shifts and makes a melee basic" part of On My Mark is on an Effect line; it's not contingent on a hit. I do miss out on a bonus to the attack roll because he missed, but given my roll that doesn't matter.

Shift to M14, then make my attack with +2 for CA (flanking with Ilminidia).
Melee Basic Attack vs AC: 1d20+19+2 41 CRIT! 1d10+11 15 27 damage
Not overwriting Landra's mark (with the expanded crit range her mark punishment might be better than Cal's), and in addition the roper has a -1 penalty to AC (save ends).

MMAgCh
Aug 15, 2001
I am the poet,
The prophet of the pit
Like a hollow-point bullet
Straight to the head
I never missed...you
With Taldrel's attempt to launch a decisive assault on the roper a failure, the rest of his enemies mount their counterattack. The lone grimlock shaman moves forward and flings a sphere of shadow into the fray, enveloping Landra and her strange drow ally; and while only the eladrin feels a painful black chill on her soul as a result, the utter darkness that closes in on them both is perfect, defeating even Ilminidia's eyes, adapted to the lightlessness of the Underdark though they are.

The male drow, though roused by Taldrel's words, struggles feebly against the roper's grasp, going nowhere.

Trailing sizzling slime, the babau darts down the gentle slope and pounces at Calderos. He is already raising his shield to meet the demon's attack when the world around him suddenly distorts, shapes and forms running like molten wax while colours alternately wash out into pale grey and become almost unbearably, glaringly vivid. While the babau cruelly cackles, the minotaur then finds himself plunged into all-encompassing blackness, magically conveyed somehow into the very patch of twisting shadows invoked by the grimlock sorcerer. Blind though Calderos is, however, he's quite distinctly aware of the demon's fangs and claws striking, and failing to penetrate, his mighty armour, his opponent's cackle turning into a low, displeased snarl instead.

Shouting belligerently, the brutish grimlock flings himself into battle as well, heavy morning star raised high. Fortune fails him, however, for even though Ilminidia's guard is necessarily down at this time, the brute recklessly miscalculates the swing he is about to take at her, and consequently the crudely spiked head of his weapon takes a chunk out of the stony ground rather than smashing the drow's bones to pieces. The roper fares better: righting itself after Landra's devastating attack, it gurgles something in a tongue none of the heroes present understands before lashing out with two of its tentacles at Borok and the eladrin, undaunted neither by the minor nick the latter inflicts in return, nor by the forceful expression of holy wrath of the former that sees it pushed back several feet. Its tentacles, swifter than striking snakes, coil tight around the dwarf and his fey ally, a sensation like being slowly crushed in a titan's fist. Immediately afterwards, the creature yanks those unfortunate enough to have found themselves in its grasp closer, though to their credit both Borok and the nameless drow manage to keep their footing, somehow, on the treacherous gravel slope as they're made to stumble towards the roper. Landra is spared that effort, but to her this is hardly comforting – reeling as she already is from the grimlock's summoned shadows and the roper's constricting tentacle, the eladrin fails to put up much of a fight, and the last thing she sees as she is pulled towards the stalagmite-like monster is its green, glaring eye, and a large maw studded with crystalline fangs suddenly gaping wide beneath it...


I'm well aware that the attack granted by On My Mark is an Effect, rather than depending on the power to hit. As Clanpot correctly rolled Calderos' attack at the time as well, however, we'll go with that roll.

Grimlock Dark Caller moves D8->I10.
   He uses Shadow Swarm centred on N18, missing Ilminidia (W:4+18) and hitting Landra (W:14+18) for 16 necrotic damage. The burst creates a zone that lasts until the end of the Grimlock Dark Caller's next turn; creatures within the zone are blinded until they leave the zone. He takes ongoing 5 damage (save ends).
   He fails to save against ongoing 5 damage (4).

Panicked Drow attempts to escape the crag roper's grab and fails (11+6).

Babau moves E10->L13.
   It uses Murderous Abduction, teleporting Calderos M14->M19 and teleporting itself L13->L19. Calderos grants CA to it until the end of its next turn.
   It uses Babau's Advantage: it uses Bite on Calderos and misses (A:10+18), and uses Claws on Calderos and misses (A:5+18).
Grimlock Hulk moves E18->J17.
   He charges E17->L18 and uses Morning Star on Ilminidia, missing (A:1+23).
Crag Roper stands up.
   It uses Double Attack: it uses Tentacle on Borok and Landra...
      Landra immediate interrupt: she makes a melee basic attack against Crag Roper and misses (A:13+12) for 5 damage.
   It hits Borok (R:10+16) for 24 damage, grabbing him...
      Borok immediate reaction: he uses Armour of Wrath on Crag Roper: it takes 4 radiant damage and is pushed L15->J17.
   It hits Landra (R:10+20) for 30 damage, grabbing and bloodying her.
   It uses Reel on Panicked Drow, Landra and Borok, hitting Panicked Drow (F:9+18) and pulling him H21->J19...
      Panicked Drow no action: he succeeds on his Acrobatics check (16+5).
   It hits Landra (F:10+20) and pulls her L17->N17, and hits Borok (F:12+18) and pulls him Q15->M18...
      Borok no action: he succeeds on his Acrobatics check (20+5).
   It spends an action point to use Bite on Landra and hits (A:7+22) for 48 damage; she is dying.


Combat tracker. Next up: Borok.

navyjack
Jul 15, 2006



Borok

He struggles against the constricting grip of the monster, but to no avail. His muscle and bone no longer have the power of his long-distant youth when he would have smashed the creature aside with his hammer with no more effort than swatting a fly.

His body is weak, but his spirit has been forged in the Thunderer's crucible and his role is not to stride forward with hammer and shield, but to guide and protect his people. And with the elfess on the ground, the bull-man beset by a demon, and their other allies struggling, the best help he can give them is room to breathe...

"Kirak Kardr! Bethdun klad dunbedk! Aur! Aur! dun-Kardr! dun-Moradin! Dr'k'dun!"

With every syllable, the voice that comes rolling from his throat is louder and more penetrating until it is felt in the bones and rattles the teeth.

The waves of sound seem to debilitate Borok's foes, and the fear of this holy dwarf is seen on the twisted faces of the blind monsters who now realize there is something more terrible than they themselves in this cavern.

ooc: Standard: Fourfold Invocation of DOOOOOOM!!! Every bad guy is dazed! GH and GB1 until EONT, the others are save ends! Also, anybody who hits or misses me until the end of the encounter takes 5 psychic because I am so badass and scary! Move: Escape! (not. Stupid +5 to acrobatics). Minor: 2nd Wind! I get back HP and +2 to all defenses! GO TEAM DORF!

Fourfold Invocation of Doom vs Will (GH, B, CR, GD, GB1, GB2): 6#1d20+16 21 36 27 33 18 30


pre:
HP: 72/77 (temp: 0/0)   AC:   27  
Heal Srg: 4/10 (v 19 )  Fort: 25        
Speed: 5                Ref:  24          
Initiative: +11         Will: 26      
Action Points: 2/2      Perc: 21 
                        Insi: 23
*+5 to Save vs Psychic
*Make save to avoid being knocked prone
*Move 1 sq less during forced movement
*Add 1 pt to damage for each target attacked with Divine power
*When Borok is not bloodied, enemies w/in 5 sq take -2 to saves
*AP Rider: UEOMNT, any enemy that hits or misses me or ally within 5 takes 1d6+conmod(+4) thunder damage
*Rolls perception twice and uses best

Reactions and Conditionals:

Unless I say otherwise, the first time per encounter a BLOODIED ally within 5 sq spends a surge, I will use Assurance of Prophecy.
If I hit with lightning power, I gain +1 to attack with Thunder power until EOMNT
If I hit with thunder power, I gain +2 to damage until EONT
If I score crit with lightning power, ask me if I want to make it a regular hit and inflict same damage on enemy w/in 10 of target.

At-Will: Divine Bolts, Vanguard's Lightning
Encounter: Second Wind, Lightning's Revelation, Arcane Mutterings,  Demand Justice, Rain of Blood, Assurance of Prophecy, Rebuke Undead (CD), Armor of Wrath (CD), Mark of Castigation,
 Thundering Summons

Daily: Silent Malediction, Blade of Vengeance, Fourfold Invocation of Doom

navyjack fucked around with this message at 22:44 on May 1, 2012

TheArchimage
Dec 17, 2008
Calderos

He saw the darkness descend not far from him, but could not explain how he ended up in the middle of it. He was able to deflect the attacks by reflex and intuition more than skill, and his own counterattack found good purchase. He was mildly surprised when the familiar squelch hissed and sizzled against his skin, which became alarm as the sound of biting and tearing came from somewhere beyond the darkness. The dwarf's chant lifted his spirit despite not understanding the words, allowing him to keep his focus on what needed to be done. He followed the sounds to leave the inky blackness, then turned his hammer upon the Roper to interrupt its meal. "Put... them... down!" he bellowed to punctuate a mighty swing.

Standard: Hydra Charge against the Hulk and Babau, with a +2 bonus for combat advantage and a -2 for being marked. Close bursts ignore the total concealment granted by the blinded condition, and the Roper can't make his Imm. Reaction attack because it is dazed.
Hydra Charge vs AC: 2#1d20+19+2-2 24 27 1d10+9 10 damage
The Hulk is missed; Babau takes a -2 penalty to attack rolls UEoMNT and a -1 penalty to AC (save ends), and I take 5 acid damage. They're both marked by me.
Move: to J15
ACTION POINT! I gain resist all 10 until start of my next turn.
Standard: Anvil of Doom to Crag Roper, with a +2 bonus for combat advantage.
Anvil of Doom vs AC: 1d20+19+2 40 2d10+11 22 damage to the Crag Roper, it is stunned UEoMNT, takes a -1 penalty to AC (save ends), and it is marked by me.


pre:
Calderos Flowing-Rock	At-Will			Encounter			Daily
HP: 101/115 (tHP: -)	[-] Brash Strike	[ ] Goring Charge		[ ] Driving Attack (I)
Surges: 11/14 (V:28)	[-] Crushing Surge (I)	[ ] Bull Charge	(I)		[ ] Stop Thrust
Init: +9		[-] Combat Challenge	[X] Hydra Charge		[ ] Mighty Surge
Speed: 5		[-] Unfailing Resources	[ ] Inexorable Advance (I)	[ ] Blood Iron
Action Points: 0/1				[X] Anvil of Doom		[ ] Dwarven Plate (item)
						[ ] Rejoin the Fray		[X] Timeless Locket (item)
						[ ] Battle Fury Stance
						[ ] Defender of the Wild
						[ ] Surefooted Stride
						[ ] Fencing Master (item)
						[X] Action Point
						[ ] Second Wind			

AC: 31		Fort: 28	Ref: 21		Will: 21

Status: Resist 10 all (ESoNT)

Passive Insight: 18		Passive Perception: 25

Basic melee: +19 vs. AC, 1d10+11 damage
	Opportunity Attack: +21 vs. AC, 1d6+8 damage, stops movement, knocks prone (Goring Charge)
	Combat Challenge: +19 vs. AC, 1d10+15 damage, push 1 (Shield Push), slows (Hindering Shield)

Qualities
- Whenever I hit with a weapon attack using my Withering Hammer, the target gains a cumulative -1 penalty to
	AC (save ends). A successful save wipes out the entire penalty, but the penalty can be reapplied with
	later attacks.
- Whenever I use an Invigorating Power (marked with an "I") and hit, I gain 8 temp HP. When I miss with one of
	these attacks, I gain 4 temp HP. (Battlerager Vigor)
- While charging, I receive a +2 racial bonus to AC vs. any OA provoked by that charge. (Heedless Charge)
- My Con mod (+4) is added to my Surge Value while I am bloodied. (Belt of Blood)
- Any creature I push, pull, or slide with a weapon attack is slowed UEoMNT. (Hindering Shield)
- If I hit with a weapon attack and slow a creature, that attack deals extra damage equal to my Con mod (+4).
	(Crippling Crush)
- Creatures I grant combat advantage to do not gain a +2 bonus to their attack rolls. (Ubiquitous Shield)
- Whenever I take an extended rest, I gain 1d8 temp HP that last until I take a short or extended rest. 
	(Restful Bedroll)
- The first time I am bloodied during an encounter, I can make a melee basic attack as a free action. (Bloodied
	Tenacity)
- When I am reduced to 0 hit points, I can make a basic melee attack as a free action. (Ferocity)
- When I spend an Action Point to gain an extra action, I gain resist 10 all USoMNT. (Dreadnought Action)

Conditionals
- Unless otherwise specified, I will always take the first opportunity to use Combat Challenge granted during
	a turn.
- When I use my Combat Challenge to attack an enemy making a melee attack which does not include me, I will
	push them to a square which is outside of the attack's range and invalidate it, if I am able.
- Whenever a class feature or feat enables me to make a basic attack that I can choose the target of, I will
	always attack the non-minion enemy with the fewest hit points remaining.

MMAgCh
Aug 15, 2001
I am the poet,
The prophet of the pit
Like a hollow-point bullet
Straight to the head
I never missed...you
Hate to be a pain, but Hydra Charge targets "each enemy in burst you can see", and currently Calderos can't see poo poo. :shobon: Would you like to move and use Anvil of Doom without spending the AP, or do something else entirely? (Also note that blinded creatures cannot have combat advantage against anyone.)

TheArchimage
Dec 17, 2008
Oh, frrrrrp. I don't remember being this bad at D&D (I've screwed up in every post this combat so far)! Move without spending the AP.

Robodog
Oct 22, 2004

...how does that work?
Ilminidia

Darkness envelops her. Not the familiar darkness of her home, but some rather vile foreign darkness that she didn't care for at all. "Ugh, rotten blind animals!" She makes her feelings known audibly, no doubt saying how the others caught in it felt as well. But there must be something said for living in such darkness, as even as she stood unable to see anything she was deftly dodging danger. She takes a step to her left, fading out of the way of the huge maul that shatters the ground where she was stand and popping back in a few steps away from the block of blinding dark.

"Oh typical." She sighs upon spying the throughly beaten Landra being dragged from the dark. "Full of bluster, all loud and righteous, ready to strike down those who cross you without hesitation; and you don't even last five minutes in the Underdark." She shouts harshly, sinking a boot into the prone Eladrin. "Come on, you're more use fighting the beast that being it's dinner! Get up!" She would have kept up her kicking if there wasn't such a fight around her to steal her attention. Shouting bulls and thundering dwarfs always tend to have that effect.

Holding her weapon out to her side, it seems to attain more of a soft glow than before. This gentle silver light travels through her sword and washes over Ilminidia's body, ebbing out from her to cover a few steps surrounding her. Then she thrusts her sword deep into beast's flesh and takes to hacking large pieces out of the monster. Though her slashes look haphazard, they start to form something of a glowing sigil into the side of the roper.

Loud clicks are directed at her chitinous offsider as she hacks away. "Make sure that other one doesn't eat him!" Sszzt scuttles off to intimidate the grimlock seeking to make Drow their dinner tonight. Who Ilminidia turned her attention to next. "Cebith! Get your rear end out of the fight while you still have your legs under you!" Her heavily accented Drow Elven bellows in no uncertain terms.

~

Move: Ilminidia is going to Ethereal Sidestep shift from M17 -> L16. Sszzt is going to haul thorax from K22 -> H21 to try and cover the loose benighter.

Standard: Going to use Well of Light on the roper. To wack the big meanier VS AC: 1d20+19+2 33. Damage to big meanie: 3d12+21 34. This also activates my aura 1 of vulnerable 3 radiant EONT.

Notes: Cloak of Translocation gives me +2 item bonus to AC/Reflex until EONT.
Defiant Rod gives me +1 shield bonus to AC/Reflex until SONT.
Well of Light gives me an aura 1 EONT, while in the aura enemies have vulnerable 3 radiant to my attacks.

Robodog fucked around with this message at 02:08 on May 4, 2012

ForestHobo
Sep 19, 2004
Roses are red, violets are blue, omgwtf, I love you.
Lorn Ardnen

Everything but his dignity seemingly intact, Lorn advances past the momentarily reeling creature to his companions' side. "I'm sure you're much tougher, Drow," he says dryly, tracing two glowing, interlocking symbols in the air. "Perhaps you'll be as kind to keep him occupied for a momement or two, picking your gristle from between his teeth."

Runes complete, the priest channels divine energy through the first symbol and into the dying Eladrin. Noting the worst of her wounds knitting together, the priest swings mightly at the tentacled creature. Though he scores only a glancing blow at best, the second rune flares brightly, moving to interpose itself between Landra and the creature's harrying attacks.

Move: P17 -> O16-> K16

Minor: Rune of Mending to Landra. Landra spends a healing surge + 2d6 6 hit points. Lorn enters Rune of Destruction rune state. Lorn and allies within burst 10 gain a +4 power bonus to damage rolls until EoLnt. Allies gain +1 to attack rolls vs enemies adjacent to Lorn.

Standard: Lorn attacks Crag Roper with Smiting Symbol.

Smiting Symbol vs AC (Crag Roper) 1d20+17+2(CA) 20 miss (sick 1 Orokos, thanks!). Crag Roper takes 3 damage (Hammer Rhythm). Lorn gains +1 to next attack vs Crag Roper (Inescapable Hammer). Landra gains +2 to all defenses until EoLnt. She also gains 9 THP.

ACTION POINT Stop that! You already did that, you silly priest.


pre:
Lorn Ardnen
--------------
HP: 91/99			AC: 30 
Healing Surge: 7/10 (heal 25) 	Fort: 29 
Speed: 6			Refl: 24 
Initiative: +6	 		Will: 25 
Action Points: 0		Perc: +7 (passive 17)
				Inst: +14 (passive 22)

Active Rune State: RoD

Rune of Destruction: Allies gain +1 bonus to attack rolls against enemies adjacent to Lorn.
	Power Effect: All allies gain +4 to damage rolls until EoLnt. 

Rune of Protection: While adjacent to Lorn, allies gain resist 4 to all damage.
	Power Effect: 

Rune of Vengeance: When an ally hits an enemy adjacent to Lorn, Lorn makes an MBA against that enemy as an immediate reaction.  The rune state then ends.
	Power Effect: 

Other Effects:


Features:

+1 to all saving throws (Human Preserverance)
Allies adjacent to Lorn gain +1 to Saving Throws (Ordained Priest Theme)
On a miss with a melee attack (almost all of Lorn's attacks), target takes 3 damage (Hammer Rhythm).
Resist 10 Necrotic (Wyvernscale Armor of Resistance)

Interrupts and Reactions:

Rune of Meritorious Alacrity provides a free action +10 to init before an encounter. Lorn will use this against
any obvious superior threat, when the party is low on healing surges or daily powers, or when he feels going
first would present a clear advantage (party has inferior positioning, party is trying to reach 
an objective before an enemy, etc).
Assurance of Prophecy - Ask in IRC or PM.
Lorn will not overlap this with Borok's AoP.

Powers

Action Point (Action Surge/Avenging Action): +3 to attack, Enemies take radiant damage equal to Con Mod. (3)
when they make attacks withing 5 squares of Lorn and damage his allies with those attacks. This effect
last until the end of Lorn's next turn. 
At-Will: Word of Binding, Word of Diminishment, Word of Shielding, Rune of the Astral Winds
Encounter: Second Wind, Rune of Mending (1/2), Executioner's Call, Word of Lingering Thunder, Word of Befuddlement, 
Avenging Hammer, Assurance of Prophecy, Shield of Vengeance, Smiting Symbol
Daily: Rune of the Undeniable Dawn, Rune of the Final Act, Rune of Boundless Fury,
Rune of Meritorious Alacrity, Shield of Sacrifice
Item Daily Powers: Battleforged Shield, Gloves of Grace

Basic Attacks:
Melee: Inescapable Craghammer +3 (+18 v. AC, 1d10+9 dmg, +3d6 crit)
Thrown: Throwing Hammer (+15 v. AC, 1d6+6 dmg)

ForestHobo fucked around with this message at 01:50 on May 4, 2012

Robodog
Oct 22, 2004

...how does that work?
Ilminidia

"Tougher? Hardly." She corrects the human as he saunters up to give the air around the roper a drat good thrashing. "I just try to not get hit in the first place."

Dallan Invictus
Oct 11, 2007

The thing about words is that meanings can twist just like a snake, and if you want to find snakes, look for them behind words that have changed their meaning.
Landra

The power of Lorn's runes washes over her, the eladrin's eyes fluttering back open to the frankly appalling sight of the roper's slavering mouth and resplendent teeth: while her straining movements keep her out of its gullet for now, she can't yet muster the concentration to escape its tentacles either mundanely or magically, but can only reflexively do her best to avoid its bites and push back against its crushing grip, barely noticing that the new figure beneath them has turned out to be another Drow.

1st death save: 1d20 4

MMAgCh
Aug 15, 2001
I am the poet,
The prophet of the pit
Like a hollow-point bullet
Straight to the head
I never missed...you
While, initially, the laying low of Landra looked like it might signal a turning of the tide of combat, the dazed grimlocks fail to follow up on the roper's violent handiwork, and consequently no further harm is inflicted on the heroes for the time being; indeed, with the elemental monster's grasping tentacles having fallen away from them, their reign over the battlefield arguably is freer than ever.

Clutching his bleeding side, Cebith stares at Ilminidia, clearly unsure what to make of her or any of the other adventurers, for which he can perhaps be excused. Judging from the look in his eyes, though, it seems a safe enough bet that he is going to follow the suggestion of the other drow and flee as soon as he manages to pull himself together again a little more.


Grimlock Benighter #1 uses Darkbolt on Taldrel and misses (R:3+18).
Grimlock Benighter #2 uses Soulblight on Sszzt and misses (A:6+19).


Combat tracker. Next up: Taldrel.

Clanpot Shake
Aug 10, 2006
shake shake!

Taldrel Darlhunt

Taldrel runs up to the lip of the slope and hurls his spear, this time connecting, if barely. With his attack ineffectual, Taldrel calls out to the fallen eladrin. "On your feet, Tirsul! We don't have time for you to take a nap!" Landra is able to use the opening created by Taldrel's attack to score a devastating blow on the creature. Taldrel is once again impressed with the woman's martial acumen.

Move: Q13
Minor: Inspiring Word on Landra: 3d6+23: 36 hp
Standard: Race the Arrow vs Crag Roper: 30 vs AC miss, welp +2 for CA, so a hit for 15 damage
Landra makes a free MBA on the crag roper with +4/+4 roll's a 20, (forgot to include the +4 damage in orokos). That's a crit. 8+10+4+23+7 = 52 damage god drat

pre:
HP: 88/88                        AC  : 28 
Surges: 10/10 (22hp)             Fort: 26
Action Points: 1	         Will: 21
Speed: 5	                 Refl: 25

Basic Melee Attack: +19 vs AC, 1d8+8 damage (+3d6 on crit)
Basic Ranged Attack: +19 vs AC, 1d8+8 damage (+3d6 on crit)
Skirmishing Presence: When an ally that can see me spends an action point,
   they may shift 5 squares before or after making their attack.
Longarm Action: When you spend an action point for extra action, increase melee reach with spear by 1
Tactical Shift: When an enemy strikes an ally, that ally can shift 6 squares as an immediate interrupt. 
  Range 10.  Allow one OA. Trigger on:
   - any ally under 50% health is struck
Shield of Defiance: Spend a healing surge after being crit.  Immediate free action.
  Trigger on:
   - Any time Taldrel is crit and under 80% health.
Evil Eye Fetish: An enemy with CA against me takes 3 necrotic when they hit me.
Casque of Tactics: INT+1 for powers that are not attacks
Helm of Heroes: You and each ally within 10 squares gain +2 item bonus to saving throws against fear effects.

At-Will: Direct the Strike, Paint the Bulls-Eye 
Encounter: Knack for Success, Inspiring Word 1/3 (minor action), Race the Arrow, 
   Aid the Injured, On my Mark, Reorient the Axis, Running Slash
   Driving Spear, Signal the Charge
Daily: Relentless Wounding, Create Opportunity, Force of Fellowship, 
   Tactical Shift, Whirling Spear, Healing Surge (free action), Shield of Defiance, 
   Gauntlets of Ogre STR (free action, +5 damage on melee attack), Helm of Heroes
Yes I'm done with my turn

Clanpot Shake fucked around with this message at 12:32 on May 7, 2012

MMAgCh
Aug 15, 2001
I am the poet,
The prophet of the pit
Like a hollow-point bullet
Straight to the head
I never missed...you
While the unknown drow finally endeavours to flee and unabashedly runs for it, heading in the direction whence the other unknown drow came, a claw of shadow can be 'seen' – though it is really marked rather by the absence of anything visible – streaking towards Taldrel, courtesy of one of the grimlocks, but the dark projectile fails to seize the half-elf, dissipating harmlessly.

His companions, locked willingly or not in mêlée against the ailing roper, are further beset by their monstrous opponents. Borok suffers particularly hard as a result, avoiding neither the babau's cruel claws nor the arc of the grimlock's massive morningstar, whose resounding impact takes its toll both on the dwarf and Landra; attempting to make his escape, however, he finds his efforts foiled by treacherous gravel, and where the grimlock failed, simple gravity now succeeds, bringing him temporarily down. Landra, on the other hand, finds herself the subject of an interceding prayer courtesy of Lorn, promising savage retaliation against the eyeless monster that struck her.

The roper, meanwhile, remains utterly inert, even its great mind, so accustomed to the turmoil of the Elemental Chaos, rendered impotent by the sheer ferocity of the attacks launched against it.


Grimlock Dark Caller takes ongoing 5 damage.
   He uses Endless Dark on Taldrel and misses (F:2+18).
   He saves against being dazed (17).

Panicked Drow runs J19->Q24; he grants combat advantage until the start of his next turn.

Babau uses Claws on Borok and hits (A:17+18) for 14 damage, shifting L18->M19; it takes 5 psychic damage.
   It fails to save against being dazed (1-2).
Grimlock Hulk uses Reaping Star, hitting Landra (A:13+20) and Borok (A:14+20) for 27 damage, bloodying them; he pushes Landra L17->M16 and knocks Borok prone...
      Borok (no action) succeeds on his saving throw to avoid falling prone (17).
      Borok (immediate reaction) uses his Boots of Furious Speed daily power to shift M18->M22, but fails his Acrobatics check (8+5) and slides to L19, falling prone.
      Lorn (immediate reaction) uses Shield of Vengeance on Landra: she gains combat advantage and a +5 bonus to damage rolls against Grimlock Hulk until the end of Lorn's next turn.
Crag Roper fails to save against being dazed (6+2).
   It fails to save against its -1 penalty to AC (4+2).


Combat tracker. Next up: Borok.

navyjack
Jul 15, 2006



Borok Stormspeaker

His back hits the ground with a thump, jarring his old bones and his dignity painfully, but he gives no thought to the damage to his coccyx or his gravitas and scrambles on his elbows and knees to get clear of danger.

At the end of his crawl, he sits up, having managed to hold on to his light and his staff both, somehow, and glares at the creatures before him.

"B'nrdun aleh B'kan!"

An icy wind pours from the priest and swirls around the creatures, invading what passes for their minds, and making them slow, easy targets for his companions.

Only then does he spare a moment to wish that someone was available to help him up...

ooc: Crawl to N17. Deadly Doubt (which I screwed up slightly in Orokos) against the crag roper, Grimlock Hulk and Baboo Deadly Doubt vs Will: 1d20+17-2 30 2d8+8+3+4 19
Deadly Doubt vs Will (GH): 1d20+17-2 31 2d8+8+3+4 24
Deadly Doubt vs Will (BA, GODDAMNIT): 1d20+17-2 34 2d8+8+4 27
I doctored the damage rolls to reflect the +4 from Lorn.

Anyway, they all also grant +4 to the first person to attack them, and on a hit, they are dazed until the end of THEIR next turn

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TheArchimage
Dec 17, 2008
Calderos

A minotaur's form was built for bulk and strength, not mobility. They could move fast enough at a dead run, but ordinarily did not have the agility and freedom of movement smaller races had. This is why Calderos was granted the name "Flowing Rock"; while as huge as any, his deft footwork allowed him to weave through the thick melee, hammering all the while, until he reached Borok's side once again. With two hefty slams, he re-introduced himself to the creatures of the dark while interposing himself between them and Borok. He said nothing but his intent was clear: You want the dwarf? You have to get through me first.

Standard: Inexorable Advance, both attacks against the Roper, at +2 attack for CA and +2 damage for Gauntlets of Blood. I shift to K16 before the first attack and to L17 before the second.
Inexorable Advance vs AC: 2#1d20+19+2 36 24 2#1d10+15+2+4 31 22
The first is a hit, the second is a miss. 31 damage (once I remembered the +4 from Lorn), the AC penalty becomes -2 (one save clears the whole penalty), it is marked by me, and I gain 8 temp HP (not stacking with the temp HP I have already).
Move: Shift to M18, gain +2 to AC and Reflex from Boots.
Free: :siren:ACTION POINT!:siren: (for real this time, honest) I gain resist 10 all until the start of my next turn.
Standard: Hydra Charge, targeting the Hulk and Babau. I screwed up the notation pretty bad, not taking in CA, Deadly Doubt, OR being marked into account, but with these rolls...
Hydra Charge vs AC: 2#1d20+19+2-2+4 43 CRIT! 40 1d10+9 18
Babau takes 18 damage and the Hulk takes 24; both are marked by me, take a -1 penalty to AC (save ends), and are dazed until the end of their next turn. Babau's 5 acid damage plinks off my resist all and does nothing.
I elect not to take advantage of Taldrel's Skirmishing Presence feature.

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