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Temple of the Zealots

Moderators: Gary, Jonathan Berg, Josh, Michael Doss, nmathew, Viktor.

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Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Once again, the services of the Guild have been called upon.

Investigating rumors of a serpent cult harassing the nerby village of Riverfjord, you have explored the swamp and discovered an overgrown temple. Its once-ornate stone door now hangs off its hinges, providing a narrow space for one person at a time to squeeze through.

As the group slips into the temple, they are greeted by the sounds of swords ringing.

A decayed foyer stands before you. Rotted shreds of tapestries hang from the walls. Stairs that once rose to a balcony lie in rubble, and the floor is thick with mud and puddles of swamp water.

Turning from combat exercises in the middle of the room are nine cloaked humans with reptilian eyes and a slight green tinge to their skin. Two more flank a tapestry on the east side of the room. It is apparent some of them (colors) are the teachers, and others (numbers) are students. All are armed with greatswords and armored in leather armor.

User posted image

User posted image

Initiative and Status
-->Gorell - 74/74
Brandis - 46/46
Mika - 55/55
Throgg - 69/69
Warrior Red - Unharmed
Warrior Blue - Unharmed
Warrior Green - Unharmed
Warrior Yellow - Unharmed
Warrior Purple - Unharmed
Gossamer - 51/51
Initiate 1 - Unharmed
Initiate 2 - Unharmed
Initiate 3 - Unharmed
Initiate 4 - Unharmed
Initiate 5 - Unharmed
Initiate 6 - Unharmed

Features of the Area
Illumination: Torches on the walls provide bright illumination throughout the chamber.
Ceiling: The ceiling in this area is 15 feet high.
Muddy Floor: The entire f loor is covered with a coating of mud and swamp water, but only the darker-colored squares are difficult terrain. A character who makes a successful DC 12 Perception check (I'm assuming you've made this) can detect the difference.
Staircase: The fallen staircase is difficult terrain, a fact that is obvious to anyone present.
Tapestry: This moldy wall hanging covers an opening that leads to the area beyond. It blocks line of sight and line of effect, but it can easily be pulled aside or torn down.
Lever: A lever is on the wall on the far side of the room (near Purple).
_______________
Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
Moderator
Registered: Jun 2009
Posts: 3164
Gorell surveys the room and enemies before acting.

perception, nature, dungeoneering (1d20+12+1=21, 1d20+12+1=16, 1d20+7+1=14) 21 perception, 16 nature, 14 dungeoneering
_______________
Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Gorell doesn't see anything further about the room, but does recognize the foes before him as snaketongue cultists.

Human cultists of Zehir are often found living among yuan-ti as second-class citizens. The cultists bow to the needs of yuan-ti, and they often serve as spies in human cultures where yuan-ti are hated and feared.
_______________
Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
Moderator
Registered: Jun 2009
Posts: 3164
Gorell springs into action. He has been waiting for this chance for so many years, that his pent up energy takes over, smashing his foe with fury.

Move: Walk to E8
Standard: Warden's Sacrifice vs. green 1d20+13+1=34, 2d10+8+1d6=16 CRIT for 34 damage (extra 6 is from challenge-seeking), and on a hit, until the end of Gorell's next turn, when any enemy hits him, he can give an ally with 3 squares 9 temp HP.
Free: Mark all adjacent enemies (green)

  •   Gorell
    •  Male Longtooth Shifter Warden 6
    •  Passive Perception: 17, Passive Insight: 22
    •  AC:24, Fort:20, Reflex:17, Will:19 - Speed:6
    •  HP:72/72, Bloodied:36, Surge Value:18, Surges left:9/9
    •  Action Points: 1
    •  Resist 5 Poison
    •  
    •  Powers
    •  Wardenís Fury
    •  Wardenís Grasp
    •  Resilience of Life
    •  Thorn Strike
    •  Longtooth Shifting
    •  Wardenís Sacrifice
    •  Strongskin Clash
    •  Second Wind
    •  Form of the Relentless Panther
    •  Rampant Forest
    •  Natureís Abundance
    •  Soothing Wind
    •  Challenge Seeking Craghammer +2
    •  Hide Armor of Resistance (Poison) +2
    •  Cloak of the Walking Wounded +1
    •  Bashing Heavy Shield
    •  Potion of Healing (Heroic)
    •  Frozen Whetstone
_______________
Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Gorell advances into the room, and his hammer crushes several important bones, though it isn't enough on its own to significantly slow the foe down. Nonetheless, the warrior is focused on Gorell, and Gorell's primal spirits linger to protect the group.

User posted image

Initiative and Status
Gorell - 74/74, Warden's Sacrifice
-->Brandis - 46/46
Mika - 55/55
Throgg - 69/69
Warrior Red - Unharmed
Warrior Blue - Unharmed
Warrior Green - Down 34, marked
Warrior Yellow - Unharmed
Warrior Purple - Unharmed
Gossamer - 51/51
Initiate 1 - Unharmed
Initiate 2 - Unharmed
Initiate 3 - Unharmed
Initiate 4 - Unharmed
Initiate 5 - Unharmed
Initiate 6 - Unharmed

Features of the Area
Illumination: Torches on the walls provide bright illumination throughout the chamber.
Ceiling: The ceiling in this area is 15 feet high.
Muddy Floor: The entire floor is covered with a coating of mud and swamp water, but only the darker-colored squares are difficult terrain. A character who makes a successful DC 12 Perception check (I'm assuming you've made this) can detect the difference.
Staircase: The fallen staircase is difficult terrain, a fact that is obvious to anyone present.
Tapestry: This moldy wall hanging covers an opening that leads to the area beyond. It blocks line of sight and line of effect, but it can easily be pulled aside or torn down.
Lever: A lever is on the wall on the far side of the room (near Purple).
_______________
Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
Moderator
Registered: Jun 2009
Posts: 3164
OOC: Everyone should stay within 3 squares of Gorell to get 9 temp HP each when he gets swarmed next turn.
_______________
Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
Moderator
Registered: Oct 2008
Posts: 7786
Mika sighs as she sees Gorell intentionally provoke the anger of their assailants. "It's not easy keeping everyone alive all the time. Pelor's radiance is not a simple tool. Some common sense from time to time isn't too much to ask, is it." she asks rhetorically and waits to see what Brandis will do next.

HP healed / temp HP granted total so far this encounter: 0

  •  Mika
    • Female Kalashtar Cleric of Pelor, Level 6
    • Passive Perception: 16, Passive Insight: 22
    • AC: 22, Fort: 15, Reflex: 14, Will: 21, Speed: 5, Initiative: -2
    • HP: 55, Bloodied: 27, Surge Value: 13, Surges: 8
    • saves vs. dazed/dominated at start of turn, telepathy 5 (two-way)
    • All healing powers (H) grant an additional 6 hit points (healer's lore and healer's implement)
    • Healing Word grants an additional 1d6+5 hp (pacifist healer) and provides +5 all defenses for the next attack made against the target (defensive healing word)
    •    
    • Powers
    • Astral Seal (H)
    • Sacred Flame
    • Bastion of Mental Clarity
    • Cause Fear
    • Healerís Mercy (H) or Divine Fortune
    • Healing Word 1 / 2 (H)
    • Hymn of Resurgence
    • Beacon of Hope (H)
    • Consecrated Ground (H)
    • Holy Vestments
    • Stream of Life (H)
    • Magic Holy Symbol +2
    • Amulet of Life +1
    • Finemail of Dwarven Vigor +2
    • Pelor's Sun Blessing (level 3)
    • Healing Potion 1 / 2 / 3
    • Potion of Regeneration


    • (Key: At-Will, Encounter, Daily, Magical Equipment, Consumable, Used)
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
« Last edit by Viktor on Wed Apr 21, 2010 10:39 pm. »
Moderator
Registered: Jun 2009
Posts: 361
Location: Scottsdale
Brandis moves into a supportive position and strides to D9 from B10. She sends a storm of lightning from her staff to the other side of the room engulfing the blue warrior, yellow warrior, and initiate #3.

Standard action: Vanguard's Lightning (burst 1, centered on F2) against Blue W, Yellow W, initiate 3.
Wis+12 (+5 wis,+2 staff,+1 feat,+3 half lvl, +1 shard augmentation) vs Ref
Vanguard's lightning: Wis +12 vs Ref (1d20+12=25, 1d20+12=26, 1d20+12=20)
(Dmg): 1d6+8 (5 wis, + 2 staff + 1 feat) (1d6+8=13)

(If hit slide: Blue W to G2, Yellow W to H1, and initiate 5 to I1 [if he's not a minion].

OOC: Sorry to get a delayed start.

  •  Brandis
    • Female Human Invoker 6
    • Passive Perception: 18, Passive Insight: 23
    • AC:21, Fort:19, Reflex:17, Will:21 - Speed:5
    • HP:46/46, Bloodied:23, Surge Value:11, Surges left:9/9
    •  Action Points: 1, Second Wind: not used
    •  
    • Powers
      • Vanguardís Lightning
      • Astral Wind
      • Divine Bolts
      • Lightning Revelation
      • Divine Call
      • Fires of Judgment
      • Demand Justice
      • Silent Malediction
      • Lamentation of the Wicked
      •  

Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Brandis slays the student, and hits and slides the two instructors closer together.

User posted image

Initiative and Status
Gorell - 74/74, Warden's Sacrifice
Brandis - 46/46
-->Mika - 55/55
Throgg - 69/69
Warrior Red - Unharmed
Warrior Blue - Down 13, Vanguard's Lighting
Warrior Green - Down 34, marked
Warrior Yellow - Down 13, Vanguard's Lighting
Warrior Purple - Unharmed
Gossamer - 51/51
Initiate 1 - Unharmed
Initiate 2 - Unharmed
Initiate 3 - Dead
Initiate 4 - Unharmed
Initiate 5 - Unharmed
Initiate 6 - Unharmed

Features of the Area
Illumination: Torches on the walls provide bright illumination throughout the chamber.
Ceiling: The ceiling in this area is 15 feet high.
Muddy Floor: The entire floor is covered with a coating of mud and swamp water, but only the darker-colored squares are difficult terrain. A character who makes a successful DC 12 Perception check (I'm assuming you've made this) can detect the difference.
Staircase: The fallen staircase is difficult terrain, a fact that is obvious to anyone present.
Tapestry: This moldy wall hanging covers an opening that leads to the area beyond. It blocks line of sight and line of effect, but it can easily be pulled aside or torn down.
Lever: A lever is on the wall on the far side of the room (near Purple).
_______________
Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
« Last edit by Gary on Wed Apr 21, 2010 6:40 am. »
Moderator
Registered: Oct 2008
Posts: 7786
Mika moves behind Brandis (D10) and tries to place an astral seal on an enemy, but fails to aim it correctly.

1d20+13+1=15 Astral Seal green, auto miss

HP healed / temp HP granted total so far this encounter: 0

  •  Mika
    • Female Kalashtar Cleric of Pelor, Level 6
    • Passive Perception: 16, Passive Insight: 22
    • AC: 22, Fort: 15, Reflex: 14, Will: 21, Speed: 5, Initiative: -2
    • HP: 55, Bloodied: 27, Surge Value: 13, Surges: 8
    • saves vs. dazed/dominated at start of turn, telepathy 5 (two-way)
    • All healing powers (H) grant an additional 6 hit points (healer's lore and healer's implement)
    • Healing Word grants an additional 1d6+5 hp (pacifist healer) and provides +5 all defenses for the next attack made against the target (defensive healing word)
    •    
    • Powers
    • Astral Seal (H)
    • Sacred Flame
    • Bastion of Mental Clarity
    • Cause Fear
    • Healerís Mercy (H) or Divine Fortune
    • Healing Word 1 / 2 (H)
    • Hymn of Resurgence
    • Beacon of Hope (H)
    • Consecrated Ground (H)
    • Holy Vestments
    • Stream of Life (H)
    • Magic Holy Symbol +2
    • Amulet of Life +1
    • Finemail of Dwarven Vigor +2
    • Healing Potion 1 / 2 / 3
    • Potion of Regeneration


    • (Key: At-Will, Encounter, Daily, Magical Equipment, Consumable, Used)
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
OOC: Can't update map from work, but Nathan can safely take Throgg's turn.
_______________
Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
Moderator
Registered: Sep 2009
Posts: 1238
OOC: I didn't bring my delve info to work, so no go until I get home. Sorry to tie things up.
_______________
Sentinel - Warforged Shielding Swordmage (Eberron)
Allena Walmond - Human Paladin of Amaunator (Forgotten Realms)
Variel - Elf Beastmaster Ranger
Thaelan the Clanless - Dwarf Protector Spirit Shaman (Dungeon Delve 4)
Moderator
Registered: Oct 2008
Posts: 7786
nmathew wrote
OOC: I didn't bring my delve info to work, so no go until I get home. Sorry to tie things up.


OOC: For anyone that's interested, there's a website that lets you upload your charbuilder files for viewing of your character. It has attacks and damages calculated for you powers and even allows linking with you dndinsider subscription to display the compendium definitions. It works with portable devices as well. www.iplay4E.com
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
nmathew wrote
OOC: I didn't bring my delve info to work, so no go until I get home. Sorry to tie things up.


OOC: I won't be taking the enemy actions until *I* get home from work (and possibly after the boys are asleep), so no worries.
_______________
Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
Moderator
Registered: Sep 2009
Posts: 1238
Shouldering past his companions, a massive Bugbear pulls next to the warden. With a leer, he stabs the seven foot monstrosity he calls a sword through the nearest warrior. Pulling the blade from the beast's chest cavity, he remarks, "Throgg like that sound.""

Actions:
Move: Move to E7.
Standard: Clever Strike against green warrior.
Clever Strike against green warrior. (1d20+14+2(CA)+1(24Hr)=23, 1d12+9+2d8+4=23)
OOC: For those wondering, Clever Strike grants Throgg CA when an ally capable of attacks is adjacent to an enemy.


  •  Throgg
    • Bugbear Rogue 6
    • Passive Perception: 12, Passive Insight: 12
    • AC:18 Fort:17 Reflex:20, Will:13 - Speed:6
    • HP:57/57, Bloodied:28, Surge Value:14, Surges left:7/7
    • Action Points: 1, Second Wind: not used
    •  
    • Powers  
    • Items
      • Stanching Leather Armor +1
      • Mage's Mastard Sword +2 (Oversized)
      • Iron Armbands of Power
      • Cape of the Mountebank +1
      • Potion of Regeneration
      • Potion of Vigor
      • Adventurer's Kit
      • Disguise Kit
      • Thieves's Tools
      • Hand Crossbow
      • Crossbow bolt (20) (50ft)
      • Shuriken Rogue Talent (Oversized)
       
    • Abilities
      • Languages Common, Goblin
       
    • Skills
      • Acrobatics +13
      • Arcana +3
      • Athletics +13
      • Bluff +3
      • Diplomacy +3
      • Dungeoneering +2
      • Endurance +4
      • Heal +2
      • History +3
      • Insight +2 ]
      • Intimidate +10
      • Nature +2]
      • Perception +2
      • Religion +3
      • Stealth +15
      • Streetwise +8
      • Thievery +13
_______________
Sentinel - Warforged Shielding Swordmage (Eberron)
Allena Walmond - Human Paladin of Amaunator (Forgotten Realms)
Variel - Elf Beastmaster Ranger
Thaelan the Clanless - Dwarf Protector Spirit Shaman (Dungeon Delve 4)
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Mika is unable to astrally do anything to the cultist.

Throgg, however, is able to cleverly cause a major artery to have a new outlet (Green bloodied). Unfortunately for Throgg, his aggression has made him a tempting target for his foes.

Red moves forward and slices Throgg with his greatsword. The blade hits, but does a minimal 5 damage. However, Throgg soon feels poison coursing through his veins (5 ongoing poison damage, save ends).

Blue charges Throgg, and his blade hits for a more telling 11 damage. The bugbear feels more poison afflicting him (5 ongoing poison damage, save ends).

Green, flanking Throgg with Red, also attacks the bugbear. Gorell makes the cultist pay (Warden's Fury hits for 16 damage, Green grants CA to PC's until end of Gorell's next turn). Finally, Green hits for a solid 11 damage, and Throgg now has enough poison in his veins to open his own stall at the Black Market Emporium (tm) (5 ongoing poison damage, save ends).

Yellow, seeing his allies do so well against the bugbear, also slice at Throgg, dealing 13 damage. However, his repeated exposure to the cultists' poison seems to have given him some resistance, as Throgg is able to shake off the venom on this blade.

Purple watches the progress of the battle, and his eyes flicker towards the lever near him.

User posted image

Initiative and Status
Gorell - 74/74, Warden's Sacrifice
Brandis - 46/46
Mika - 55/55
Throgg - 17/57, 5 OGD poison (x3)
Warrior Red - Unharmed
Warrior Blue - Down 13, Vanguard's Lighting
Warrior Green - Down 75, marked, bloodied, granting CA to all until end of Gorell's next turn
Warrior Yellow - Down 13, Vanguard's Lighting
Warrior Purple - Unharmed
-->Gossamer - 51/51
Initiate 1 - Unharmed
Initiate 2 - Unharmed
Initiate 3 - Dead
Initiate 4 - Unharmed
Initiate 5 - Unharmed
Initiate 6 - Unharmed

Features of the Area
Illumination: Torches on the walls provide bright illumination throughout the chamber.
Ceiling: The ceiling in this area is 15 feet high.
Muddy Floor: The entire floor is covered with a coating of mud and swamp water, but only the darker-colored squares are difficult terrain. A character who makes a successful DC 12 Perception check (I'm assuming you've made this) can detect the difference.
Staircase: The fallen staircase is difficult terrain, a fact that is obvious to anyone present.
Tapestry: This moldy wall hanging covers an opening that leads to the area beyond. It blocks line of sight and line of effect, but it can easily be pulled aside or torn down.
Lever: A lever is on the wall on the far side of the room (near Purple).
_______________
Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
Moderator
Registered: Oct 2008
Posts: 4627
Gossamer disappears and reappears in the middle of the fray. "You are not long for this world!" He says to the bloodied warrior. Gossamer then cuts into its scales and pushes it to the side.

Move Action: Fey Step (Teleport 5 squares) to G7

Minor Action: Warlock's Curse (Curse nearest enemy that I can see. Hit for 1d6 extra damage and activates Misty Step when cursed drops below 0 HP) on W

Standard Action: Eldritch Strike (Cha vs. AC; Hit: 1W+5 dam and slide target 1 square)

Eldritch Strike (+12 W, +1 24hr, +2 CA) (1d20+15=30, 1d8+5+1d6=10)

Immediate Reaction: Shadowslip (Trigger: Enemy misses me with melee or ranged attack; Effect: Teleport 4 squares)

OOC: Fey Step to G7, Curse Green, ES on Green, hitting AC 30 for 10 damage and slide to F8. If he dies, spread curse to all enemies in burst 5 from him. Shadowslip is Readied in case I am missed with a ranged or melee attack.


  •  Gossamer
    • Male Eladrin Warlock 6
    • Passive Perception: 18, Passive Insight: 18
    • AC:20, Fort:17, Reflex:19, Will:21 - Speed:6
    • HP:51/51, Bloodied:25, Surge Value:12, Surges left:8/8
    • Resist Cold 2, Fire 2, Thunder 2
    •  
    • Powers
      • Eldritch Strike (AC; 1W & push 1)
      • Eyebite (Will; d6 & invis to target)
      • Warlock's Curse (Minor: Curse nearest; +d6 dam, boon applied)
      • Improved Frost Misty Step (Rxn: cursed to 0 HP; 'Port 5 & diff terrain in Cb1)
      • Second Wind (Lose surge, gain 12 HP, +2 def)
      • Action Point x1 (Gain action, +1 att and def)
      • Fey Step (Move: Teleport 5 sq)
      • Ethereal Stride (Move: Teleport 3 sq & +2 def)
      • Shadowslip (Rxn: missed by M or R; Teleport 4 sq)
      • Witchfire (Ref; 2d6 & target takes -5 to attack)
      • Otherwind Stride (Fort; d8, target immobile, & teleport 8 sq)
      • Curse of the Dark Dream (Will; 3d8, slide target 3; minor: slide target 1)
      • Crown of Madness (Will; 2d6; minor: target makes MBA; Miss 1/2 dam)
      • Rod of Corruption +1 (Pact Boon: spread curse in Cb5)
      • Veteran's Leather +2 (+1 to att and dam with AP)
      • Protection Amulet +2
      • Feystrike Longsword +1 (Enc: Use as R20; Daily: On hit, 'port targ adj)
      •    
      • Items
        • Sling (20 bullets)
        • Climbers Kit (+2 to climbing checks)
        • Thieves' Tools (+2 to open locks, disarm traps)
        • Sunrod x2
        • Hempen Rope (50 ft)
         
      • Abilities
        • Basic Melee Attack +12 (+4 Cha, +3 Prof, +3 lvl, +1 Exp, +1 W)
        • Damage 1d8+5 (1d8+1 Longsword, +4 Cha)
        • Eladrin Will (+5 to saves vs, charms)
        • Fey Origin
        • Warlock's Curse (Once per turn, curse nearest for dam and boon)
        • Fey Pact (Misty Step when cursed drops to 0 HP)
        • Prime Shot (+1 on ranged attacks when closest to target)
        • Shadow Walk (Move 3+ grants concealment)
        • Weapon Expertise (heavy blade) (+1 to attack rolls)
        • Implement Expertise (rod) (+1 to attack rolls)
         
      • Skills
        • Acrobatics +3 (+0 Dex, +3 1/2 lvl)
        • Arcana +13 (+3 Int, +2 race, +5 trained, +3 1/2 lvl)
        • Athletics +3 (+0 Str, +3 1/2 lvl)
        • Bluff +12 (+4 Cha, +5 trained, +3 1/2 lvl)
        • Diplomacy +7 (+4 Cha, +3 1/2 lvl)
        • Dungeoneering +3 (+0 Wis, +3 1/2 lvl)
        • Endurance +5 (+2 Con, +3 1/2 lvl)
        • Heal +3 (+0 Wis, +3 1/2 lvl)
        • History +13 (+3 Int, +2 race, +5 trained, +3 1/2 lvl)
        • Insight +8 (+0 Wis, +5 trained, +3 1/2 lvl)
        • Intimidate +7 (+4 Cha, +3 1/2 lvl)
        • Nature +3 (+0 Wis, +3 1/2 lvl)
        • Perception +8 (+0 Wis, +5 trained, +3 1/2 lvl)
        • Religion +6 (+3 Int, +3 1/2 lvl)
        • Stealth +3 (+0 Dex, +3 1/2 lvl)
        • Streetwise +7 (+4 Cha, +3 1/2 lvl)
        • Thievery +3 (+0 Dex, +3 1/2 lvl)
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Sep 2009
Posts: 1238
OOC: That'll teach me to miscount movement squares. Cape of the Mountebank might need to get used if one of the minions hits me.
_______________
Sentinel - Warforged Shielding Swordmage (Eberron)
Allena Walmond - Human Paladin of Amaunator (Forgotten Realms)
Variel - Elf Beastmaster Ranger
Thaelan the Clanless - Dwarf Protector Spirit Shaman (Dungeon Delve 4)
« Last edit by nmathew on Wed Apr 21, 2010 9:14 pm. »
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
OOC: First minion to go hit you, Nathan. Do you want to use the Cape?
_______________
Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Gossamer blinks into the fray and hexes Green, slicing the cultist and sending him stumbling a few feet.

Initiate 1 charges Throgg, and his blade finds a weak point on the bugbears armor, CRITING for 10 damage, and inflicting yet more poison (2 ongoing poison damage, save ends).

Initiate 2 seems to display the same mastery as the first, as he moves around to get at Throgg as well, and also CRITS for 10 damage, and the bugbear drops to the ground, dying and full of venom (2 ongoing poison damage, save ends).

Initiate 4 slices at Gossamer, but misses, and the eladrin slips away and reappears elsewhere. (Moving Gossamer to F10, since you didn't specify location).

Initiate 5, disappointed to have missed out on slicing the bugbear, moves to attack Gorell, and hits for 5 damage, his blade poisoned as well (triggers Warden's Sacrifice, Jonathan, let me know who gets the temp HP) (2 ongoing poison damage, save ends).

Initiate 6 chases after Gossamer, but misses.

User posted image

Initiative and Status
-->Gorell - 69/74, Warden's Sacrifice, 2 OGD poison, save ends
Brandis - 46/46
Mika - 55/55
Throgg - -3/57, 5 OGD poison, save ends (x3), 2 OGD poison, save ends (x2), prone, unconscious, dying
Warrior Red - Unharmed
Warrior Blue - Down 13, Vanguard's Lighting
Warrior Green - Down 87, marked, bloodied, granting CA to all until end of Gorell's next turn
Warrior Yellow - Down 13, Vanguard's Lighting
Warrior Purple - Unharmed
Gossamer - 51/51
Initiate 1 - Unharmed
Initiate 2 - Unharmed
Initiate 3 - Dead
Initiate 4 - Unharmed
Initiate 5 - Unharmed
Initiate 6 - Unharmed

Features of the Area
Illumination: Torches on the walls provide bright illumination throughout the chamber.
Ceiling: The ceiling in this area is 15 feet high.
Muddy Floor: The entire floor is covered with a coating of mud and swamp water, but only the darker-colored squares are difficult terrain. A character who makes a successful DC 12 Perception check (I'm assuming you've made this) can detect the difference.
Staircase: The fallen staircase is difficult terrain, a fact that is obvious to anyone present.
Tapestry: This moldy wall hanging covers an opening that leads to the area beyond. It blocks line of sight and line of effect, but it can easily be pulled aside or torn down.
Lever: A lever is on the wall on the far side of the room (near Purple).
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Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
Moderator
Registered: Oct 2008
Posts: 7786
Mika shakes her head in admonition as she sees her ally drop. It's good she came along. "I will take care of Throgg."

OOC: Wow! Gloves are off Gary's hands. Don't worry about Throgg, Nathan. He will regain 3d6+25 hp (his surge already included) and +5 all defenses against the next attack on him when Mika uses healing word on him. I can also use Hymn of Resurgence encounter to try debuffing -2 def all enemies except purple and granting all allies 5 temp hp or a save. In addition, affected enemies will be knocked prone when they are next hit.
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
OOC: And THAT is exactly why I tried so hard to knock Throgg out. I knew Super Healer Maximus Deluxe was going to go before he did. :)
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Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
Moderator
Registered: Jun 2009
Posts: 3164
Feeling a little cramped, Gorell swings his hammer in a wide arc, trying to catch everyone. While some enemies might have escaped his wrath, his flashing hammer does protect his allies. His armor allows him to resist the poison damage, but he cleanses it from his system anyway.

Save vs ogd save (1d20+1=7) Fail

Strongskin clash 2, red, 5, green, 6 (1d20+13+1=21, 1d20+13+1=31, 1d20+13+1=15, 1d20+13+1=26, 1d20+13+1=21) Hits AC 21 on 2, AC 31 on red, flub on 5, AC 28 on green (forgot CA), and AC 21 on 6 for damage (1d10.minroll(3)+8=15, 1d6=1) 15 damage, +1 extra for anyone at full HP, and all allies in the burst (Throgg and Brandis) get resist 6 to all damage until the end of Gorell's next turn.

Marking all adjacent enemies

Save vs ogd save (1d20+1=17) Success!

OOC: Temp HP to Throgg. The resist will take care of his OGD this round, too.

  •   Gorell
    •  Male Longtooth Shifter Warden 6
    •  Passive Perception: 17, Passive Insight: 22
    •  AC:24, Fort:20, Reflex:17, Will:19 - Speed:6
    •  HP:72/72, Bloodied:36, Surge Value:18, Surges left:9/9
    •  Action Points: 1
    •  Resist 5 Poison
    •  
    •  Powers
    •  Wardenís Fury
    •  Wardenís Grasp
    •  Resilience of Life
    •  Thorn Strike
    •  Longtooth Shifting
    •  Wardenís Sacrifice
    •  Strongskin Clash
    •  Second Wind
    •  Form of the Relentless Panther
    •  Rampant Forest
    •  Natureís Abundance
    •  Soothing Wind
    •  Challenge Seeking Craghammer +2
    •  Hide Armor of Resistance (Poison) +2
    •  Cloak of the Walking Wounded +1
    •  Bashing Heavy Shield
    •  Potion of Healing (Heroic)
    •  Frozen Whetstone
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Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
OOC: Won't be able to update the map till tonight. However, I don't think dying PC's can get temp HP.

2's dead, 6's dead, Red and Green are hit but still standing, 5 is missed.
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Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
Moderator
Registered: Sep 2009
Posts: 1238
OOC: I'm not going to pull a retcon, though getting critted probably should have lead to use of the cape :shock: . I don't see why dying characters cannot get temp HP though. Only thing I can find quickly online is a reference to PHB pg 295 that states you remain at 0 HP if you receive temp HP. It's not proper healing to bring back to consciousness, but I don't see why they don't get stacked on.
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Sentinel - Warforged Shielding Swordmage (Eberron)
Allena Walmond - Human Paladin of Amaunator (Forgotten Realms)
Variel - Elf Beastmaster Ranger
Thaelan the Clanless - Dwarf Protector Spirit Shaman (Dungeon Delve 4)

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