Act II: Ill Fortunes

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Jan 30, 2017 3:55 pm
Weiryn follows Sir Urik and Durgrim down, softly singing praises and hymns to Pharasma to keep his team's spirit up and gird himself for battle with one of the most powerful undead he has faced yet.

"And she had no fear
And she ran to him, then they started to fly
They looked backward and said goodbye, she had become like they are
She had taken his hand, she had become like they are,
don't fear the reaper"


And for the first time during the entirety of the mission, it is as though he can see clearly, his eyes wide and focused into the darkness...
OOC:
Darkvision
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Last edited January 30, 2017 3:56 pm

Rolls

Initiative - (1d20+1)

(13) + 1 = 14

Jan 30, 2017 4:03 pm
Before descending, Darren will cast a spell of Light on his shield, so that he can see what's down below.

Rolls

Initiative - (1d20+6)

(2) + 6 = 8

Jan 30, 2017 4:16 pm
Initiatives?
Jan 30, 2017 4:20 pm
OOC:
Doh...I was even in Advanced to add it, and just clicked save...Sorry, Kal. Added
Jan 30, 2017 4:25 pm
Roland descends, everburning torch at the ready, preparing for any that may come and to provide cover to his allies.

Rolls

Initiative - (1d20+6)

(15) + 6 = 21

Jan 30, 2017 4:25 pm
OOC:
Initiative

Rolls

Initiative - (1d20+6)

(4) + 6 = 10

Jan 30, 2017 7:04 pm
"Blasted creatures! Come get what is coming fer ye!"
OOC:
What is roland doing in the middle of the room there? I can't protect you if you spread out like that..?

Rolls

Initiative - (1d20+1)

(17) + 1 = 18

Jan 30, 2017 7:12 pm
azira says:
"Blasted creatures! Come get what is coming fer ye!"
OOC:
What is roland doing in the middle of the room there? I can't protect you if you spread out like that..?
Plan is to haul balls to the other side of the room since I will most likely take first initiative, then setup the support artillery and rain death upon the foe as they engage in melee combat with you.

I am not saying I am steadfast here, if the group would prefer i would move to wherever they asked me to be.
Last edited January 30, 2017 7:21 pm
Jan 30, 2017 7:53 pm
azira says:
OOC:
What is roland doing in the middle of the room there? I can't protect you if you spread out like that..?
You're also 15 feet away from the base of the stairs (2 diagonals = 15 feet). You can move yourself 5 feet to the right (heck, you can just switch position with your double hackbutt) and it should fix the issue.
Jan 30, 2017 7:56 pm
kalajel says:
azira says:
OOC:
What is roland doing in the middle of the room there? I can't protect you if you spread out like that..?
You're also 15 feet away from the base of the stairs (2 diagonals = 15 feet). You can move yourself 5 feet to the right (heck, you can just switch position with your double hackbutt) and it should fix the issue.
Fixed
Jan 30, 2017 8:44 pm
Veroth remains at the top of the hole, looking to execute a swoop-n-stab.
OOC:
Is the hole the circular browny area top middle?

Rolls

Initiative - (1d20+8)

(5) + 8 = 13

Jan 31, 2017 1:56 am
First round of combat.

Initiative
22 ?
21 Roland
18 Durgrim
15 ??
14 Weiryn
13 Veroth
10 Ujjaya
8 Darren
5 Sir Urik
4 ???
3 Ashlyn

Combat Map

Conditions
The sub-story is dimly light by light from the hole on the floor above. Consider shadowy illumination (20% miss chance). Except 20-feet around Roland (everburning torch), and those who have dark/night vision.

Speaking of which "?" is up.
Jan 31, 2017 1:58 am
The skeleton will take a 5-foot step and then do a full attack on Roland.

One of the claw hits Roland for 10 points of damage (and a Fort save), all other attacks missing (no fumbles). It would seem that the same foul energies which animates the zombies are also affecting this skeleton, making it more powerful than normal...

Roland is up next.

Rolls

1st claw

2nd claw

Bite

Fumble confirmation roll

Jan 31, 2017 2:19 am
Fort save first.
OOC:
Would I get an attack of opportunity for him moving into Melee range? I do have a Melee attack.
Roland takes a double move if he can still move. Not sure what the fort check was for.
Last edited January 31, 2017 3:50 pm

Rolls

fortitude - (1d20+7)

(3) + 7 = 10

Feb 1, 2017 5:52 am
Kaosanddoom says:
OOC:
Would I get an attack of opportunity for him moving into Melee range? I do have a Melee attack.
No, the skeleton only took a 5-foot step. So not attacks of opportunity (unless you possess the feat which allows you to do that, the name escapes me).
OOC:
The save was to see if you became sickened if you were not already, which you are since you failed the save. I do believe Durgrim suppressed the sickened effect for several minutes. I'm just wondering what happens if an effect gets suppressed but is applied again...
Roland makes his way towards a corner of the understory, where he find out this must have been a workstation of some sort with an alchemical laboratory set on a table, and a sinister iron table with restraining leather straps and ominous claw marks on it...

Durgrim is up next.
Feb 1, 2017 7:43 am
OOC:
The mercy does not protect against re-infection, sadly.
[ +- ] Mercy Rules
Anyhow. Now that I have a non-magical slicing weapon equipped, instead of a bludgeoning +1 weapon, let's attack this skeleton, why don't we.. Or.. Let's see if we can get their attention instead...
Durgrim steps off the stairs and into the room while reciting another prayer. "Moradin, may the fire of your forge purge this unholy taint!" Holy fire permates the area around Durgrim, burning the undead menace.
OOC:
5ft step, then channel energy in a 30 ft radius around Durgrim. This should reach all the I can see. I'll probably step back to hold the line next round, depending on what happens.

Rolls

Channel energy, 30ft radius, DC16 - (3d6)

(156) = 12

Feb 1, 2017 1:58 pm
OOC:
So need to take a -2 until cured, correct?
Feb 1, 2017 8:51 pm
Kaosanddoom says:
OOC:
So need to take a -2 until cured, correct?
Yes.

Durgrim unleashes a holy blase, harming all the undead in the understory. The Blashpeme does not seem to be affected by this as much as the others...
OOC:
@ Durgrim: I'll wait to see how you react to this before playing the monster(s) who come after you...

Rolls

1st zombie Will save

2nd zombie Will save

Blaspheme Will save

Skeleton Will save

Feb 1, 2017 9:49 pm
OOC:
Don't have any more to do atm. The moving back was what I was planning in the next round. Just trying to taunt these undead
Feb 1, 2017 10:06 pm
The zombies will advance and both of them will strike Durgrim.

Durgrim gets hit twice, despite his spell, for a total of 13 points of damage.
OOC:
I assume Durgrim possesses the paladin's usual immunity to diseases, if not, then make 2 Fort saves.
Weiryn is up next.

Rolls

1st Zombie attack

2nd Zombie attack

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