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Post by TerraDave on May 28, 2009 1:55:59 GMT -5
Grothog is at full HP. He has used 11 of 13 surges.
You search around and find a room to the south west that contains four sarcophogi lined up against a wall and a door on another wall.
Map sent
Update by Tuesday AM
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samm
Initiate
Posts: 22
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Post by samm on Jun 1, 2009 19:04:15 GMT -5
Before moving on southwest toward the sarcophogi, Donne will pick up his swords and put away his crossbow.
Samm will cast a second Healing Word on Donne. Donne will use two healing surges. Assuming he uses both, he will have used 9/11 healing surges and would now be at 29 hp, not counting any bonus from Healing Word.
[Did Samm take any slam or acid damage?]
Donne: "Good fight lads." Turning to Grothog: "I suspect there is no gold in the goo my friend; I think we may have more luck looking for spoils in the room with the sarcofogi."
The luckless brothers will then follow Bart and Grothog to the room to the southwest that contains the four sarcophogi.
Samm: "We should proceed cautiously, the death cult has been very busy in these mouldering ruins. I would not be surprised if we find more undead lurking about this place."
Before entering the room, both brothers would pause to see if the perceive any sound or movement coming from the room with the sarcofogi.
Donne has his two swords drawn. Samm is using his spear.
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Post by TerraDave on Jun 2, 2009 8:56:31 GMT -5
No sound or motion is noted.
The door and sarcophogi await. As does the exit to the north.
Please update by Friday AM
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DrSpice
Master of the South Wind
Posts: 467
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Post by DrSpice on Jun 2, 2009 12:17:33 GMT -5
Grothog starts impulsively lifting lids off of sarcophagi, looking for "dead guy treasure."
Bart hangs back behind one of the others.
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Post by TerraDave on Jun 8, 2009 16:48:55 GMT -5
Grothog manages to claw open one sarcophagi. A loud bang emerges from the other two!
Horrible, and horrible smelling, zombie like beings emerge. One slams at the demi-giant, but misses.
The other hurls a chunk of black necrotic filth. And does not miss. Grothog takes 11 points of damage, is weakened (attacks do half damage, save ends), and takes a -5 penalty to attack roles due to the awful smell of the things.
Your turn.
Please update by Wednesday AM
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DrSpice
Master of the South Wind
Posts: 467
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Post by DrSpice on Jun 9, 2009 21:05:59 GMT -5
Is the initiative order the same?
Grothog gets to save against the necrotic Grothog marks the nearest zombie If Grothog has SAVED he'll attack the nearest zombie with the RAM attack. If he has not saved, regular attack on same. Grothog tries to save again if necessary Bart attacks with scorching burst and aim to hit the zombie who is nearest grothog. I believe he can only hit one.
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samm
Initiate
Posts: 22
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Post by samm on Jun 15, 2009 10:06:17 GMT -5
Samm will attempt to turn undead. Donne will shift one square to the east and will attack with Holy Strike.
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Post by TerraDave on Jan 21, 2010 14:32:40 GMT -5
the group returns to Winterhaven, and Grothog goes back to his clan. There must be easier ways to get wives.
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Post by TerraDave on Jan 21, 2010 14:47:59 GMT -5
Rafa sought guidance, from odd quarters. And he found it. Melora, mysterious rogue-priestess of the Chalice Thieves, told him to journey to Winterhaven and join others there seeking to stop a cult of Orcus worshipers from completing a terrible ritual. He arrived just in time. Villagers had disappeared, and something was happening in the graveyard. As Rafa—a previously aimless elf with divine power—together with Bart the tiefling wizard, Samm the human cleric, and his brother Donne, a roguish paladin, entered the tombstones and mausoleums; they were not so shocked when the dead begin to rise from the ground and horrific gravehounds emerge from a mausoleum. Perhaps they were slightly more surprised to see the strange glowing ruins in one part of the graveyard, or Nenarath, that suspicious elf, leading the attack. While attacked from all sides, the divine and arcane powered party fended off the unholy assailants. From a note on Nenarath’s warm corpse, they learned that the dead had been called forth by the glowing circle—created with villagers blood--which in turn had helped to call the dead. They also learned that Kalarel was close to finishing a far worse ritual. One that would open the wall between the land of the living and the land of the dead. As they rushed to the Keep to stop the ritual, the mysterious dog reappeared. And guided them right to Splug. The goblin wasn’t too interested in leading them back into the keep, but did confirm that something bad would happen soon, and gave them adequate directions… To find the room of “tricky statues”. A mighty statue swung a mighty sword, inspiring a good deal of crawling around and staying close to the wall. Then their was the whirlpool trap the tiefling found himself in. And the force-bolt shooting dragon statues. But the party found that if they beat on a statue enough, it stopped doing stuff, and managed to move on. To the Cathedral of Orcus. Crimson streams trail across the floor and terminate at a grate surrounding a hole in the floor of this shadowy cathedral. Bluegreen light emanates from crystal columns. A dais along the eastern wall appears to supply the blood. A human in dark robes stands there, knife raised high, singing the praises of the demon lord Orcus! A tattoo of a ram’s skull covers the man’s face.At last Kalerel is met, and can be stopped! Actually no. The Orcus underpriest, his berserker henchmen, and vampire spawn minions (plus the dark-creeper) put up a good fight, and the cathedral lives up to its name, but the real ritual was happening below. And it could be reached by climbing on blood soaked chains. www.wizards.com/dnd/downloads/galleries/H1_KeeponTheShadowfell_maps/img/113949_CN_GL.jpg
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Post by TerraDave on Jan 22, 2010 13:41:14 GMT -5
You descend into a nightmare. Crimson streams spill from above and form a pool of blood in the center of the chamber. A yawning, black portal dominates the northern wall of the chamber. Something strains against the darkness within, as if it were a thin film keeping back a vicious clawed beast. A set of blazing runes has been inscribed on the floor before the portal. Opposite the portal, a massive statue of Orcus stands. It points toward the darkness with a skull-capped wand. To the east, a series of steps leads to a platform where a small pit is flanked by two smaller statues of Orcus. To the west another set of steps ascends to an altar of bone flanked by wide pillars. A human clad in heavy armor and carrying a skull-capped rod stands behind the altar. His eyes are closed, and a book rests open before him. He chants a low, droning prayer.This is where the real kalarel is. Guarded by two skeleton warriors and a deathwight. The warriors are quickly dispacthed by a bold move from the wizard and radiant damage from the others. But then the Scion of Orcus teleports himself to the circle, where he seems to get stronger. When Samm steps up, something attacks him from beyond the portal. The real battle has just begun. Attachments:
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DrSpice
Master of the South Wind
Posts: 467
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Post by DrSpice on Jan 24, 2010 3:10:53 GMT -5
Bart yells to Donne, "Hey! Remember that sword Aecris you were given!!!" (see Reply #37 )
Bart moves north one square, and then tries to hit "K" with scorching burst.
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Post by bowinja on Jan 24, 2010 13:26:24 GMT -5
Rafa moves behind Sam and closer to Kelerel, keeping away from the magic circle on the ground. He raises his hands with astral fire a shining Beacon of Hope. The light shines on Sam healing him and weakening enemies it falls on.
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samm
Initiate
Posts: 22
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Post by samm on Jan 26, 2010 10:34:37 GMT -5
Donne will charge Karalel and attack using the sword of Aecris. If Donne can't charge (it's close and I can't be 100% sure he has the movement, he would instead move five squares to the northwest (toward Karalel).
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Post by TerraDave on Jan 26, 2010 11:53:12 GMT -5
Bart, you hurl your flame, and miss the diabolical (or is it abysal?) cultist. You might be tempted to blame the circle, but you really missed (roll 2). Rafa, you move forward, but are clawed on the way by the strange thing in the portal. (it has reach, and, unusually, make opportunity attacks with it). You take 9 points of damage. You light up with hope, healing yourself and your fellow cleric ( SAMM, you get 10 hit points) but fail to hit Kalarel. Dog continues his pursuit of the Deathlock Wight, and your bad luck continues (roll 4). Donne realizes a fight is taking place and, with the sword of Sir Keegan glowing lightly in his hands, charges across the horrid chamber (I will give him the benefit of the doubt and let him walk through the blood first). He hits! But only a combination of luck (roll 15), the magic sword and the charge let him do it. And he hits well (damage 14). The Deathlock wight waits… Kalarel, Scion of Orcus, smites Samm with his Rod of Ruin, inflicting 16 points of damage and 5 ongoing necrotic damage. He shifts one. The Thing in the Portal lashes out at Samm, hitting for 8 points of damage. Samm falls, at -1 hit points. He is dragged one closer to the terrible portal. Between the strike on Samm and standing in the circle, Kalarel seems refreshed. The Deathlock wight takes a step back and hits Dog with a grave bolt. Dog takes 7 damage and is immobilized. Samm takes 5 more damage (-6). But he makes both his saves! He is still dying however. And the portal is ominously close. Deep in his subconscious, he remembers that fiendish pact he made. Maybe that wasn’t a good idea. Kalarel: Surrender now, and your transformation to my undead slaves will be swift and merciful. Please post by Thursday PM (or very early morning Friday)Attachments:
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samm
Initiate
Posts: 22
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Post by samm on Jan 28, 2010 23:18:28 GMT -5
Samm lies in a pool of his own blood, unconcious and dreaming horrific dreams. He is vaguely aware of a scaly claw cleaving a bloody, ragged wound across his chest.
Samm will spend an action point - if he is allowed to use the action. If an unconcious character is allowed to spend an action point (and use the action) Samm would use it and then use the action to use his second wind.
If unconscious characters are not allowed to use an action point, not much he can do but lie there and play dead and hope Karlalel will find the shiny paladin with the annoying sword a more interesting target and take his death savings throws.
Samm has 4 healing surges left (assuming he had to spend one when Rafa healed him).
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Donne: Donne will move one square to the northeast to be next to Karalel. He will use a minor action tol issue a Divine Challenge to Karalel. Donne will then attack Karalel with Sir Keegan's sword.
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