[Burichan]  [Futaba]  [Nitronet]  [nitroib4f]  -  [WT]  [Home] [Manage]
Death by poison.

[Return] [Entire Thread] [Last 50 posts] [First 100 posts]
Posting mode: Reply
Post a Reply
File 140770298382.jpg - (137.43KB , 480x640 , Face in the Stone.jpg )
5074 No. 5074 edit
The screaming winds of sand and dust batter the party as they push through. The ones pushing the cart have it the worst, and Killua is nearly thrown off his feet by the ferocity of the storm. Ves notices the cart beginning to tip, and shouts a warning to those outside to bring it back under control. Recette warns of another sudden gust, and the group braces themselves just in time to avoid being floored by it. http://orokos.com/roll/213386 (14)

It seems that the dust devil has thrown everything it can at you, for moments later you emerge through to the other side. Walls of roaring dust circumscribe a hollow area of still air bisecting a high cliff face. The cliff contains the relief carving of a massive humanoid face. The empty eyes are black shadows, but the gaping mouth is set with two granite obelisks that look like massive teeth. You see flashes of several humanoids darting about within the mouth cavity. The space you're in now is an open desert.

The crodlus are shaken, but seem to be okay. Recette is immensely relieved.
"For a moment there, I thought we were gonna die..." she murmurs, catching her breath. As for the wagon itself, it is in surprisingly good condition.

You've reached the Face in the Stone. Whatever it is Yarnath seeks, it lies inside.


Skill challenge completed. You gain 750 experience points (150 experience points each)
Expand all images
>> No. 5076 edit
File 140770358429.gif - (285.75KB , 260x450 , sketchdance1.gif )
5076
Not one to waste either words or time, Kudust straps his shield back to his left arm, and begins to twirl his craghammer in his right hand as he cautiously approaches the obelisks marking the entrance. As he strides purposely forward, he keeps his eyes and ears vigilant against unseen danger.

Perception: (20) http://orokos.com/roll/213398
>> No. 5077 edit
File 140487068110.png - (202.94KB , 450x385 , 456123263123.png )
5077
"Woah... well this definitely is 'the Face in the Stone'!" exclaims Killua, somewhat excited.
>> No. 5078 edit
>>5074
"That can't be natural, right?"

Perception also, and rolling a d20 to determine the stone mask's origin, since idk what skill to use. http://orokos.com/roll/213494

>> No. 5079 edit
File 131758587763.jpg - (51.18KB , 222x200 , sak_dooooom.jpg )
5079
Ves (Perception) : You can make out that there are two figures at the entrance to the cave. At the moment, they do not appear to be preparing to attack, but they are watching you.

Kudust (Perception) : You see what Ves sees, plus the following.
While it is growing dark out, the last rays of the sun give you enough light to see inside. The area inside the face appears to be a natural cavern. It's gray, and rocky, and you can't see much more than that, since the path is blocked by the humanoid creatures and granite obelisks. The two granite obelisks stand several feet apart. There is enough room for you to walk between them, and even to fit the cart, but the crodlus can only fit through one at a time without squeezing. Each obelisk is inscribed with jagged lines.Tiny discharges of static play across each obelisk. You can't be certain from this distance, but one of them has something that resembles a control panel.
The humanoids have long, oval faces, with slanted eyes and knobby noses. Their ears are long and pointed, like an elf's. Brown fur coats their entire bodies, and you can see claws on both their hands and feet. They are regarding you with suspicion. (learning more about the creatures from here requires a successful Dungeoneering check)


Last edited at 14/08/11(Mon)08:01:18
>> No. 5081 edit
File 140777708936.gif - (371.94KB , 360x270 , Hiroeat.gif )
5081
Kudust considers the curious creatures.

Dungeoneering: (18) http://orokos.com/roll/213554
>> No. 5082 edit
File 140778266756.jpg - (76.39KB , 640x935 , hejkin.jpg )
5082
>>5081
Kudust (Dungeoneering) : The creature is a hejkin. Hejkins are deformed in both body and mind. They gibber and behave erratically, occasionally engaging in elaborate alien rites to unnameable spirits. They prefer to raid at night, and return to their caverns during the day. They draw power from the twisted primal spirits of the blasted Athasian land.
Hejkins make their homes in natural caverns, choosing those with an existing water supply. They do not shape earth or stone. The only marks the hejkins leave are strange, charged runes on cave walls. These runes hold power that can harm the unwary or drive the sane to madness.
Hunger or bloodlust draws hejkins from their caverns. Astronomical events, such as a comet's appearance in the sky, can drive hejkin tribes into a frenzy. During these times, they are found in nearly any kind of environment, murdering and plundering.
The dimiinutive creatures may appear to be crazed monsters, but they have a rudimentary culture. They revere the earth and its dark spirits as terrifying and callous spirits that nonetheless supply life. Their connection to the earth gives hejkins a hatred of creatures that misuse arcane magic or carve into the earth. They murder spellcasters and miners with glee, taking meat, supplies, and other spoils to their hidden abodes. No creature is safe from the cook fires of hejkins, even other hejkins. The creatures also covet treasure. As long as they don't have to scar the earth to acquire their spoils, they collect gems and gold.
Kudust is fairly sure that these are Hejkin Sparkers, which are level 1 soldiers. Lightning discharges around their bodies, granting a frenetic aspect to the monster's movements and ravings. The sparker surrounds itself with enemies, reveling in the shocking currents that arc among them. Particularly, they surround themselves with allies to better protect themselves (a sparker's Arcing Defense trait gives it a +2 bonus to AC and will while it is adjacent to another hejkin). It usually attacks with its claws, preying on those who are near death (Claw is a melee basic attack that marks on a hit, and does so on a miss if the target is bloodied). It has an affinity for electricity (and has resist 5 lightning) that it channels to draw enemies close (Grounded Current attacks enemies in a close burst 2 against their fortitude, and deals lightning damage on a hit, pulling the target 2 squares) or inflict retribution (Telluric Arc triggers when a marked enemy moves away from or makes an attack that does not include the sparker as a target; it is an immediate interrupt that hits for 10 lightning damage). And, if necessary, they will burrow under enemies to better reach their targets.

>> No. 5084 edit
File 13911475629.gif - (2.59MB , 448x252 , 1349420399896.gif )
5084
Kudust halts in his tracks and adopts a fighting stance. "Trouble ahead, lads," he mutters, just loud enough so that the rest of the party can hear him.
>> No. 5085 edit
"A welcome party, you mean?" Killua says, grabbing his two favorite Daggers from his pouch.
>> No. 5086 edit
>>5084
>>5085
"What are you two doing? They aren't attacking yet."

Ves tries calling to them. "Hello? Are you guarding any powerful artifacts? We heard some super-powerful defiler is about to come here and steal it."
>> No. 5087 edit
File 140552224872.png - (105.05KB , 223x399 , rec_sad.png )
5087
>>5086
The creatures hear Ves, take a good look at her, snarl, and run back inside.

"I think they're angry now..."
>> No. 5088 edit
>>5087
"That didn't work. Do we go in?"
>> No. 5089 edit
File 140799962722.gif - (447.74KB , 640x360 , 1369240185931.gif )
5089
"Pointless tryin' ta negotiate wit' em, Casper," Kudust growls. "T'ey ain't tha welcomin' committee. A hejkin'd as soon as gut us an' cook us than talk." With that, the warden begins to cautious approach the entrance to the cavern. "Now we've gotta fight t'em inta t'eir lair, since ye've alerted 'em."
>> No. 5090 edit
>>5089
Casper? "They were already watching us, weren't they? Maybe they want to tell their leader about the defiler. Do you prefer to slaughter without warning?"

Ves follows.
>> No. 5091 edit
File 140731204532.gif - (2.23MB , 400x225 , 1354784485972.gif )
5091
"Aye, tha's exactly it," Kudust replies, nodding. "Ah don't intend ta give 'em a chance ta slaughter us first."
>> No. 5092 edit
File 140485038195.png - (17.23KB , 128x207 , eri3.png )
5092
"Fine, let's go in and see how it goes."

Ves leaves her Unseen Servant behind to let the crodlus out of the wagon and hold on to them.

Last edited at 14/08/14(Thu)01:13:48
>> No. 5093 edit
"They don't look very friendly" says Killua, closely following Kudust.
>> No. 5095 edit
Glenn follows the rest of the group without question.
>> No. 5096 edit
Ves leaves the crodlus attended by her unseen servant before the party advances into the face. The inside is definitely a natural cavern, at least from what you can see of it. A passageway travels east from your direction, and another to the north. The stinging winds of the desert are replaced with a rank smell, and the scent of ozone. The hejkin have been waiting for you, at least three of them the sparkers seen before. There's a couple other ones that... look nearly identical, but aren't illuminated by currents of electricity. And, far further back, another hejkin stands. It's hard to tell it apart from the others, but its beady eyes seem to be staring at something you can't see.

Speaking of not seeing, most of the cavern is lightly obscured by darkness, broken only by the torch Recette started carrying.

A sudden bolt of lightning erupts from one of the obelisks, narrowly missing Glenn and leaving a scorch mark in the cavern floor.
"That's not good!" says Recette, stating the obvious. It is probably not a good idea to be hit by that.

The storm still rages outside, and is barely muffled by the walls. In here, though, the hejkin are a much (figuratively) bigger concern.

>> No. 5097 edit
File 140805737611.png - (514.62KB , 863x591 , faceentrance 1.png )
5097
Lightning Obelisk 1 misses Glenn with its attack

Initiative
Lightning Obelisk 1 (23)
Ves (21)
Hejkin Sparker 1 (19)
Hejkin Sparker 2 (18)
Recette (17)
Lightning Obelisk 2 (14)
Kudust (12)
Hejkin Chanter (12)
Hejkin Stalker 2 (12)
Hejkin Stalker 1 (11)
Killua (11)
Hejkin Sparker 3 (10)
Glenn (9)

Players and Allies
Glenn (keiki) : (K-8) 33/33
Kudust Earthheart (Misha) : (K-9) 42/42 HP
Killua Zoldyck (anon-kun) : (K-7) 33/33 HP
Recette Lemongrass (NPC) : (L-9) 26/26 HP
Ves (Voyager) : (L-8) 14/14 HP half damage from all but psychic and force
Spirit Companion (Voyager) : (Not present)
Spirit of Athas (Voyager) : (Not present)

Enemies
Hejkin Sparker 1 (H-8)
Hejkin Sparker 2 (H-11)
Hejkin Sparker 3 (H-13)
Hejkin Stalker 1 (F-6)
Hejkin Stalker 2 (F-14)
Hejkin Chanter (C-13)
Lightning Obelisk 1 (K/L-5/6)
Lightning Obelisk 2 (K/L-10/11)

Notes
-Learning more about your enemies requires a successful dungeoneering check.
-If you don't have low-light vision or darkvision, enemies outside the gold-colored squares have partial concealment against you.
-A single lightning obelisk can be disabled with a moderate DC thievery check, or destroyed by attacking it (good luck with that). Otherwise it attacks until the end of the encounter, or until you are no longer in range.
>> No. 5098 edit
Killua is no monster expert, but he knows about the Obellisks. "Give me a second and I'll deal with these things!"
Dungeoneering http://orokos.com/roll/214356
>> No. 5099 edit
Ves finally gets a good look at the enemies.

Dungeoneering. Hejkin Sparker (17), Hejkin Stalker (6), Hejkin Chanter (24). http://orokos.com/roll/214360
Rerolling Dungeoneering for Hejkin Stalker. (21) http://orokos.com/roll/214362

>> No. 5100 edit
File 140812781753.png - (32.32KB , 128x128 , hejkin c.png )
5100
>>5099
Dungeoneering (Ves) : Ves knows about half of what Kudust knows about the hejkin sparkers, and knows all about hejkin in general.

Hejkin stalkers are level 1 skirmishers that strike swiftly and disappear into the earth. They attack with the fury of the elements against those that are disposed (its Auspicious Bolt trait allows it to deal 1d6 extra lightning damage against any target granting combat advantage to it). Their main tactic is to attack a foe, then retreat (their Claw attack is a melee basic attack that allows the hejkin to shift 1 square after the attack is made). Usually they will retreat by fading into the ground, and can do so frustratingly well (hejkin stalkers have a burrow speed, and their Earth Phasing trait allows them to burrow through solid stone at full speed, and also shift to burrow and while burrowing). If it needs to hastily retreat from an overwhelming opposition, it will do so when it can (Burrow Beneath is an encounter power immediate reaction to the hejkin stalker taking damage, which allows the stalker to shift 7 squares). Probably its most frightening ability is the one it can use against weakened creatures, allowing the earth to swallow them up and switch them with itself or its allies (Earth Grasp is a minor action ranged at will that targets a bloodied creature, vs. will; on a hit, the stalker or one of its allies swaps positions with the target, teleporting). They are the most likely to retreat if their allies are incapacitated or dead.

Hejkin chanters are level 2 controllers that like to get close to their enemies to attack. Their claws channel the energies of the earth to weigh down enemies until they cannot move (their Claw attack slows enemies until the end of the chanter's next turn on a hit, unless they are already slowed or are bloodied, in which case they are instead immobilized). Their babbling words can be harnessed as a terrible shout (Earth's Voice is a close blast 5 that targets enemies' fortitude and recharges when the chanter is bloodied; on a hit, it deals thunder damage and the target is pushed up to 3 squares and knocked prone) or a song that distorts the air (Static Song is a close burst 3 encounter power that targets enemies' fortitude; on a hit, the target takes lightning damage and is dazed (save ends); a miss deals half damage and dazes until the end of the chanter's next turn). Like the stalkers, hejkin chanters can sent creatures through the earth to destroy formations, though it works differently for the chanter (Twisted Earth is a minor action rechargeable power that targets fortitude at a distance of melee 1; on a hit, the chanter swaps positions with the target, or swaps the positions of the target and an ally within 5 squares of the chanter, teleporting them). And like all hejkin, they are adept at burrowing, if not as good as the stalkers.

>> No. 5101 edit
>>5100
He could have said they were Hejkins. "We need to stop the one in the back immediately. It's too cramped to avoid its big attack."

Ves tries to convince the spirits to vacate the obelisk, but if it's powered by such, they seem to be refusing to cooperate.

Free action: Relay.

Free action: Spirit Boon, SC to C-13, elevation 1. (Above the chanter)
Move action: to L-12.
Minor action: Speak with Spirits
Standard action: Thievery vs. the Lightning Obelisk 2 (K/L-10/11) using the Speak with Spirits bonus. (8) http://orokos.com/roll/214483


Last edited at 14/08/15(Fri)14:28:14
>> No. 5102 edit
File 14081481741.png - (522.53KB , 863x591 , faceentrance 2.png )
5102
Ves' faithful spirit companion manifests above the the chanter, harrying it from above. Ves herself, meanwhile, circles around the nearest obelisk, asking the spirits for guidance on disabling the contraption. In spite of their aid, Ves fails, and a bolt of lightning barely misses her.

The air around the sparkers crackles with electricity as they move in close toward the party. One of them charges at Kudust, but is easily deflected by his shield. The other grips the ground and sends a powerful current through it, shocking nearly everybody. Recette screams
"No!" as the air around her shimmers. A wall of spectral energy absorbs the electricity directed at her. In response, Recette points her staff at the hejkin pair and yells, "go away!" The hejkin shatter into jagged shards, and they reconstitute a few feet away from where they were, no longer blocking off the party. Recette steps away and draws on most of her power, directing her attack at the group of hejkin.

"Leave me alone!" she cries, a wave of crippling despair mentally pummeling the sparkers. The first two are already in pretty rough shape, though none of them are dead. However, Recette is suddenly nowhere to be seen as far as they are concerned. It's like she completely vanished from their perception.

The girl relaxes slightly and turns to the group, beaming a little for how well she did. Her momentary distraction gives the obelisk the opportunity to strike her, electrocuting her for and leaving her smoking. She's not smiling anymore.


"Ow ow ow..."

Ves calls her Spirit Companion to C-13, elevation 1
Ves moves to L-12
Ves uses Speak with Spirits and gains a +4 bonus to her next skill check this turn
Ves fails to disable the Lightning Obelisk, and it misses her with its attack

Hejkin Sparker 1 charges Kudust at J-7 and misses with Claw

Hejkin Sparker 2 moves to J-9
Hejkin Sparker 2 uses Grounded Current and hits Killua, Glenn, and Kudust for 11 lightning damage; Recette interrupts with Intellect Fortress, gaining a +3 power bonus to fortitude until the end of her next turn, and making the attack miss

Recette uses Dimensional Scramble, CRITTING Hejkin Sparker 1 for 13 damage and hitting Hejkin Sparker 2 for 10 damage; Hejikin Sparker 1 and Hejkin Sparker 2 are teleported to H-11 and J-11, respectively (http://orokos.com/roll/214506) (http://orokos.com/roll/214507)
Recette moves to L-8
Recette spends an action point! Recette spends 2 power points to augment Dishearten, hitting Hejkin Sparker 1, Hejkin Sparker 2, and Hejkin Sparker 3 for 9 psychic damage, which bloodies Hejkin Sparker 1 and Hejkin Sparker 2, and all three suffer a -3 penalty to attack rolls until the end of Recette's next turn (http://orokos.com/roll/214508)
Recette uses Hidden Attack as a free action, and becomes invisible to enemies until the start of her next turn (http://orokos.com/roll/214518)

Lightning Obelisk 2 hits Recette with its attack for 10 lightning damage


Initiative
Lightning Obelisk 1 (23)
Ves (21)
Hejkin Sparker 1 (19)
Hejkin Sparker 2 (18)
Recette (17)
Lightning Obelisk 2 (14)
Kudust (12)
Hejkin Chanter (12)
Hejkin Stalker 2 (12)
Hejkin Stalker 1 (11)
Killua (11)
Hejkin Sparker 3 (10)
Glenn (9)

Players and Allies
Glenn (keiki) : (K-8) 22/33
Kudust Earthheart (Misha) : (K-9) 31/42 HP
Killua Zoldyck (anon-kun) : (K-7) 22/33 HP
Recette Lemongrass (NPC) : (L-8) 16/26 HP invisible to enemies
Ves (Voyager) : (L-12) 14/14 HP half damage from all but psychic and force
Spirit Companion (Voyager) : (C-13, elevation 1)
Spirit of Athas (Voyager) : (Not present)

Enemies
Hejkin Sparker 1 (H-11) -22 HP (bloodied) -3 to attack rolls
Hejkin Sparker 2 (J-11) -19 HP (bloodied) -3 to attack rolls
Hejkin Sparker 3 (I-13) -9 HP -3 to attack rolls
Hejkin Stalker 1 (F-6)
Hejkin Stalker 2 (F-14)
Hejkin Chanter (C-13)
Lightning Obelisk 1 (K/L-5/6)
Lightning Obelisk 2 (K/L-10/11)

Notes
-Learning more about your enemies requires a successful dungeoneering check.
-If you don't have low-light vision or darkvision, enemies outside the gold-colored squares have partial concealment against you.
-A single lightning obelisk can be disabled with a moderate DC thievery check, or destroyed by attacking it (good luck with that). Otherwise it attacks until the end of the encounter, or until you are no longer in range.

Last edited at 14/08/15(Fri)17:16:53
>> No. 5103 edit
File 140817368280.gif - (922.57KB , 400x225 , the principal.gif )
5103
"Ah got tha ones up close," Kudust calls out. "Ye handle tha one 'n tha back."

The dwarf steels himself briefly before plunging directly into the center of the sparker enemies and, heedless of their attacks, whirls around with his hammer like a dervish, striking anything that is unfortunate enough to be nearby. He is a little too quick to pull up his hammer to strike the final enemy, however, but he does bring it down hard on the ground, rupturing the earth around it and infusing it with primal power, causing the cavern floor beneath his feet to ripple and tremble.

Minor Action: Use second wind. Spend a surge and regain 10 hit points, also gain a +2 bonus to all defenses until the end of my next turn and an additional +4 to AC until the end of my next turn.
Move Action: Walk to I-12, between -3 to hit and +6 to AC I'd be very surprised if they hit.
Standard Action: Use roots of stone vs. sparker 1, 2, 3. http://orokos.com/roll/214600 vs. AC, 18 vs. 1, 24 vs. 2, 13 vs. 3, hits deal [b]15 damage, creates a zone in a close burst 1, enemies that I hit that leave the zone fall prone and take 4 damage.
Free Action: Nature's wrath, mark adjacent enemies.

>> No. 5104 edit
File 140821237484.png - (518.07KB , 863x591 , faceentrance 3.png )
5104
Bracing himself for the worst, the dwarf rushes past the weakened sparkers, deflecting their half-hearted attacks with ease and swinging his hammer. While the least-injured hejkin sparker ducks out of the way, the other two are pulverized by Kudust's attack Their corpses bleed over the rippling earth the dwarf creates. The remaining sparker is intimidated by losing two of its brethren so quickly.

Dwarven : "Overdwellers die!" shrieks the chanter as its short legs haul it towards the center of the cave. It begins dancing around and shrieking gibberish. As it does so, the air around the party begins to crackle.

"Look out for-" Recette starts to warn, before the air is filled with lightning. The entire party is hit pretty badly by electric shocks that leave you numb and dizzy. Recette, in particular, grows pale and falls to the ground unconscious, her hands barely clutching her staff and torch when the assault ends.

One of the stalkers moves up near the sparker and attempts to attack Kudust with its claws, but the dwarf's stalwart defenses repel it. Snarling angrily, it bows and makes a strange series of gestures before pointing at Kudust. The warden abruptly sinks into the earth, along with the remaining stalker, and the two switch places. The second stalker does a similar trick with Glenn, replacing him with the sparker and bringing the slayer within slashing distance. It doesn't do a good job of digging in with its claws, even with the sudden addition of electricity to stimulate the pain. It retreats, and moves away to menace the shaman.


Kudust uses his Second Wind, healing 10 hit points and gaining a +2 bonus to all defenses, plus a +4 bonus to AC until the end of his next turn
Kudust moves to I-12, and both sparkers miss with their oppotunity attacks
Kudust hits hejkin sparker 1 and hejkin sparker 2 with Roots of Stone for 15 damage, killing them
Kudust uses Nature's Wrath and marks hejkin sparker 3 until the end of his next turn

Hejkin Chanter moves to I-10, and is hit by the spirit companion's Spirit's Wrath for 6 damage, granting combat advantage until the end of Ves' next turn (http://orokos.com/roll/214637)
Hejkin Chanter uses Static Song, and Killua, Recette, and Kudust take 20 lightning damage and are dazed (save ends); Glenn and Ves take 10 lightning damage and are dazed until the end of the chanter's next turn; everyone but Ves is bloodied and Recette falls prone and is DYING

Hejkin Stalker 2 moves to H-8; the sparker gains a +2 bonus to AC and Will with Arcing Defense
Hejkin Stalker 2 misses Kudust with Claws
Hejkin Stalker 2 hits Kudust with Earthen Grasp, and Kudust is teleported to F-6 while Hejkin Stalker 1 is teleported to I-12

Hejkin Stalker 1 hits Glenn with Earthen Grasp, and Glenn is teleported to I-13, while Hejkin Sparker 3 is teleported to K-8 (it loses its arcing defense bonus)
Hejkin Stalker 1 hits Glenn with Claws for 5 damage plus 1 lightning damage from its Auspicious Bolt property, shifting to I-11
Hejkin Stalker 1 moves to K-13


Initiative
Lightning Obelisk 1 (23)
Ves (21)
Hejkin Sparker 1 (19)
Hejkin Sparker 2 (18)
Recette (17)
Lightning Obelisk 2 (14)
Kudust (12)
Hejkin Chanter (12)
Hejkin Stalker 2 (12)
Hejkin Stalker 1 (11)
Killua (11)
Hejkin Sparker 3 (10)
Glenn (9)

Players and Allies
Glenn (keiki) : (I-13) 6/33 (bloodied) dazed
Kudust Earthheart (Misha) : (F-6) 21/42 HP (bloodied) +2 defenses, +4 power bonus to AC, dazed (save ends)
Killua Zoldyck (anon-kun) : (K-7) 2/33 HP (bloodied) dazed (save ends)
Recette Lemongrass (NPC) : (L-8) -4/26 HP (DYING) prone, dazed (save ends)
Ves (Voyager) : (L-8) 9/14 HP half damage from all but psychic and force dazed
Spirit Companion (Voyager) : (C-13, elevation 1)
Spirit of Athas (Voyager) : (Not present)

Enemies
Hejkin Sparker 1 (H-11) -37 HP (bloodied) -3 to attack rolls DEAD
Hejkin Sparker 2 (J-11) -34 HP (bloodied) -3 to attack rolls DEAD
Hejkin Sparker 3 (K-8) -9 HP -3 to attack rolls, marked
Hejkin Stalker 1 (K-13)
Hejkin Stalker 2 (H-8)
Hejkin Chanter (I-10) -6 HP granting combat advantage
Lightning Obelisk 1 (K/L-5/6)
Lightning Obelisk 2 (K/L-10/11)

Notes
-Learning more about your enemies requires a successful dungeoneering check.
-If you don't have low-light vision or darkvision, enemies outside the gold-colored squares have partial concealment against you.
-A single lightning obelisk can be disabled with a moderate DC thievery check, or destroyed by attacking it (good luck with that). Otherwise it attacks until the end of the encounter, or until you are no longer in range.

Last edited at 14/08/16(Sat)11:06:42
>> No. 5105 edit
>>5104
Ves watches with horror.

"No! I meant everyone! Retreat now, and take Recette! And I mean now!" shouts Ves, trying to focus through the lightning's distracting effects.
>> No. 5106 edit
File 140385279336.jpg - (15.29KB , 320x180 , 4546546546.jpg )
5106
"I'm in no condition to run dragging someone else!" the rogue excuses himself. Still, even though he's dazed and soaked in his own blood, his determination doesn't falters. Angry from seeing Recette being all beaten up, Killua brutally murders the thing next to him. Then, refusing to run away, he turn to the Obelisk and disrupts it by swiftly slashing a particular weak spot of it.
Free action: Place shroud in thing
Standard: Kill thing (22 damage) http://orokos.com/roll/214669 http://orokos.com/roll/214670
AP: Thievery against obelisk (16) http://orokos.com/roll/214671
Fail save throw (7) http://orokos.com/roll/214673

>> No. 5107 edit
File 140823170597.png - (518.18KB , 863x591 , faceentrance 5.png )
5107
Throwing everything he has into an extremely accurate attack, Killua stabs the last hejkin sparker through the heart. The creature gurgles briefly before falling to the ground, but Killua is already finding a means to disrupt the nearest obelisk. Driving his dagger into an opening, the object sparks briefly, then stops working. He's unable to shake off his daze, though.

Killua places his Assassin's Shroud on the Hejkin Sparker
Killua attacks Hejkin Sparker 3 with Piercing Strike for 22 damage, KILLING it
Killua spends an action point! Killua succeeds a thievery check against Lightning Obelisk 1, disabling it
Killua fails his saving throw


Initiative
Lightning Obelisk 1 (23)
Ves (21)
Hejkin Sparker 1 (19)
Hejkin Sparker 2 (18)
Recette (17)
Lightning Obelisk 2 (14)
Kudust (12)
Hejkin Chanter (12)
Hejkin Stalker 2 (12)
Hejkin Stalker 1 (11)
Killua (11)
Hejkin Sparker 3 (10)
Glenn (9)

Players and Allies
Glenn (keiki) : (I-13) 6/33 (bloodied) dazed
Kudust Earthheart (Misha) : (F-6) 21/42 HP (bloodied) +2 defenses, +4 power bonus to AC, dazed (save ends)
Killua Zoldyck (anon-kun) : (K-7) 2/33 HP (bloodied) dazed (save ends)
Recette Lemongrass (NPC) : (L-8) -4/26 HP (DYING) prone, dazed (save ends)
Ves (Voyager) : (L-8) 9/14 HP half damage from all but psychic and force dazed
Spirit Companion (Voyager) : (C-13, elevation 1)
Spirit of Athas (Voyager) : (Not present)

Enemies
Hejkin Sparker 1 (H-11) -37 HP (bloodied) -3 to attack rolls DEAD
Hejkin Sparker 2 (J-11) -34 HP (bloodied) -3 to attack rolls DEAD
Hejkin Sparker 3 (K-8) -31 HP -3 to attack rolls, marked DEAD
Hejkin Stalker 1 (K-13)
Hejkin Stalker 2 (H-8)
Hejkin Chanter (I-10) -6 HP granting combat advantage
Lightning Obelisk 1 (K/L-5/6) DISABLED
Lightning Obelisk 2 (K/L-10/11)

Notes
-Learning more about your enemies requires a successful dungeoneering check.
-If you don't have low-light vision or darkvision, enemies outside the gold-colored squares have partial concealment against you.
-A single lightning obelisk can be disabled with a moderate DC thievery check, or destroyed by attacking it (good luck with that). Otherwise it attacks until the end of the encounter, or until you are no longer in range.
>> No. 5108 edit
File 13906723643.png - (47.67KB , 421x249 , 1371881389429.png )
5108
>>5105
Ignoring Ves' warning, Glenn swings at the closest enemy and misses...

MBA @ Hejkin Stalker 2 http://orokos.com/roll/214750
AP Second Wind and proc Ribbit, Ribbit

>> No. 5109 edit
File 140823170597.png - (518.18KB , 863x591 , faceentrance 6.png )
5109
Heedless of danger, Glenn steadies himself and swings at the hejkin stalker. The blow is easily ducked under, however, and the stalker sneers at him. With that failed, the slayer draws on his reserves of vitality to steel himself against further attacks, imparting some of that healing to Ves.

Glenn misses Hejkin Stalker with his Melee Basic Attack
Glenn spends an action point! Glenn uses his Second Wind and Ribbit, Ribbit, healing himself for 8 hit points and Ves for 4 hit points; Glenn gains a +2 bonus to defenses until the end of his next turn


Initiative
Lightning Obelisk 1 (23)
Ves (21)
Hejkin Sparker 1 (19)
Hejkin Sparker 2 (18)
Recette (17)
Lightning Obelisk 2 (14)
Kudust (12)
Hejkin Chanter (12)
Hejkin Stalker 2 (12)
Hejkin Stalker 1 (11)
Killua (11)
Hejkin Sparker 3 (10)
Glenn (9)

Players and Allies
Glenn (keiki) : (I-13) 14/33 (bloodied) dazed, +2 defenses
Kudust Earthheart (Misha) : (F-6) 21/42 HP (bloodied) +2 defenses, +4 power bonus to AC, dazed (save ends)
Killua Zoldyck (anon-kun) : (K-7) 2/33 HP (bloodied) dazed (save ends)
Recette Lemongrass (NPC) : (L-8) -4/26 HP (DYING) prone, dazed (save ends)
Ves (Voyager) : (L-8) 13/14 HP half damage from all but psychic and force dazed
Spirit Companion (Voyager) : (C-13, elevation 1)
Spirit of Athas (Voyager) : (Not present)

Enemies
Hejkin Sparker 1 (H-11) -37 HP (bloodied) -3 to attack rolls DEAD
Hejkin Sparker 2 (J-11) -34 HP (bloodied) -3 to attack rolls DEAD
Hejkin Sparker 3 (K-8) -31 HP -3 to attack rolls, marked DEAD
Hejkin Stalker 1 (K-13)
Hejkin Stalker 2 (H-8)
Hejkin Chanter (I-10) -6 HP granting combat advantage
Lightning Obelisk 1 (K/L-5/6) DISABLED
Lightning Obelisk 2 (K/L-10/11)

Notes
-Learning more about your enemies requires a successful dungeoneering check.
-If you don't have low-light vision or darkvision, enemies outside the gold-colored squares have partial concealment against you.
-A single lightning obelisk can be disabled with a moderate DC thievery check, or destroyed by attacking it (good luck with that). Otherwise it attacks until the end of the encounter, or until you are no longer in range.
>> No. 5110 edit
Seeing their master temporarily in a catatonic state, Ves's spirits convene and interfere with the fight. One of them provides aid and healing to Recette, bringing the fallen ally back to her feet.

The distant spirit attempts to impart healing as well, but there are no nearby allies to take advantage of her healing touch. Instead, she throws a worried look at her master.


Minor: Healing Spirit on Recette, heal for Healing Surge HP.
>> No. 5112 edit
The spirits' actions manage to drag Ves back to the world of the living. "If you survive this, Mr. Kudust, I'm never letting you live it down!"

- Action Point - Standard action: Corrupting Touch charge (to J-11) the Chanter. 7 necrotic damage, and vulnerable 1 all until EoNT. http://orokos.com/roll/214906
No action: Stolen Years. Chanter is weakened (save ends) and Ves gains a surge.


Last edited at 14/08/18(Mon)10:32:07
>> No. 5113 edit
File 140838401791.png - (580.08KB , 863x591 , faceentrance 7.png )
5113
The spirits grow restless and concerned at the outcome of the battle. One of Ves's spirits imparts renewed strength to Recette, causing her to stir and groan in pain as her wounds mend. The ghost then makes a reckless charge towards the chanter. It nets her a hit from the stalker, who moves next to Glenn, but she is able to rip the moisture, and some of its time, out of the chanter, leaving it severely weakened and panicked.

Tired and afraid, the psion paralyzes the chanter, causing it to look alarmed, and angry at her. She lacks the strength and coherence to do any more, other than allow the beginnings of tears to form in her eyes.

Killua narrowly avoids death from the remaining lightning obelisk.


Ves uses Healing Spirit, and Recette is healed for 11 hit points and is no longer dying
Ves spends an action point! Ves charges the Hejkin Chanter with Corrupting Touch (she is hit by Hejkin Stalker 1's Claw for 4 damage (reduced from 9, and the stalker shifts to J-13)) at J-11; the chanter is hit for 7 necrotic damage and gains vulnerable 1 all until the end of Ves' next turn, in addition to being weakened (save ends), while Ves gains a healing surge

Recette uses Living Missile on Hejkin Chanter, and it is immobilized (save ends) (http://orokos.com/roll/214891)
Recette fails her saving throw against being dazed (http://orokos.com/roll/214897)

Lightning Obelisk 2 just barely misses Killua with its attack


Initiative
Lightning Obelisk 1 (23)
Ves (21)
Hejkin Sparker 1 (19)
Hejkin Sparker 2 (18)
Recette (17)
Lightning Obelisk 2 (14)
Kudust (12)
Hejkin Chanter (12)
Hejkin Stalker 2 (12)
Hejkin Stalker 1 (11)
Killua (11)
Hejkin Sparker 3 (10)
Glenn (9)

Players and Allies
Glenn (keiki) : (I-13) 14/33 (bloodied) dazed, +2 defenses
Kudust Earthheart (Misha) : (F-6) 21/42 HP (bloodied) +2 defenses, +4 power bonus to AC, dazed (save ends)
Killua Zoldyck (anon-kun) : (K-7) 2/33 HP (bloodied) dazed (save ends)
Recette Lemongrass (NPC) : (L-8) 11/26 HP (bloodied) prone, dazed (save ends)
Ves (Voyager) : (L-8) 9/14 HP half damage from all but psychic and force dazed
Spirit Companion (Voyager) : (C-13, elevation 1)
Spirit of Athas (Voyager) : (Not present)

Enemies
Hejkin Sparker 1 (H-11) -37 HP (bloodied) -3 to attack rolls DEAD
Hejkin Sparker 2 (J-11) -34 HP (bloodied) -3 to attack rolls DEAD
Hejkin Sparker 3 (K-8) -31 HP -3 to attack rolls, marked DEAD
Hejkin Stalker 1 (J-13)
Hejkin Stalker 2 (H-8)
Hejkin Chanter (I-10) -13 HP immobilized (save ends), weakened (save ends)
Lightning Obelisk 1 (K/L-5/6) DISABLED
Lightning Obelisk 2 (K/L-10/11)

Notes
-Learning more about your enemies requires a successful dungeoneering check.
-If you don't have low-light vision or darkvision, enemies outside the gold-colored squares have partial concealment against you.
-A single lightning obelisk can be disabled with a moderate DC thievery check, or destroyed by attacking it (good luck with that). Otherwise it attacks until the end of the encounter, or until you are no longer in range.
>> No. 5114 edit
File 14083887099.jpg - (400.68KB , 1280x720 , 1384553445549.jpg )
5114
Not one to give in so easily, Kudust does the only thing left to him at this point: he charges back into the fray, bringing a savage hammer strike down upon the hejkin to bowl it over, then a follow-up strike against the ground near it. Though the follow-up follows a bit too quickly and doesn't strike with accuracy, Kudust's fury leaves an impression on the hejkin, and the wrath of nature will surely strike it down if it tries anything. The dwarf's mind clears as he draws back his hammer, and he stands ready to face whatever comes next.

Start of Turn: Font of Life saving throw (fail): http://orokos.com/roll/214924
Standard Action: Charge to H-9 with melee basic attack, 20 vs. AC for 15 damage.
Action point! Standard Action: Use disrupting advance but miss with a 2. http://orokos.com/roll/214927
Free Action: Nature's wrath to mark the chanter.
End of turn Save: http://orokos.com/roll/214928 (Success)

>> No. 5115 edit
File 140839141412.png - (575.52KB , 863x591 , faceentrance 8.png )
5115
Though Kudust isn't able to shake off the shock caused by the surge of electricity, he charges valiantly into the fray and delivers a terrible blow to the hejkin chanter. He attempts to follow up the attack, but the chanter is ready this time, and evades it. Still, his spirits are raised enough that he is finally able to shake off the malaise inflicted on him by the chanter.

The chanter, for its part, does not look particularly worried. It points at Ves and ducks under another hammer blow from the warden, and the ghost and itself are absorbed into the earth. They reemerge shortly after, having switched places.

Dwarven : "You I sacrificed to spirits of unforgiving earth!" [i]it screeches, a shockwave traveling through the party and pushing it back. Killua is out cold, and everyone is just a little worse off than before.

The stalkers double-team Glenn, the first moving into a flank before savaging the slayer with its claws. The remaining one goes for the killing blow, but is repelled by Glenn's heavy armor.

Killua's will to live surges and brings him back to consciousness and clarity of mind.


Kudust fails his saving throw granted by Font of Life
Kudust charges to H-9 and hits the Hejkin Chanter for 15 damage, bloodying it and knocking it prone
Kudust spends an action point! Kudust uses Disrupting Advance against the Hejkin Chanter but misses
Kudust uses Nature's Wrath and the Hejkin Chanter is marked until the end of his next turn
Kudust succeeds his saving throw against dazing

Hejkin Chanter stands from prone
Hejkin Chanter uses Twisted Earth against Ves (and is missed by Kudust's Warden's Fury) and hits, teleporting to J-11 while Ves is teleported to I-10
Hejkin Chanter uses Earth's Voice and hits for 3 thunder damage (reduced from 6) and pushes all targets up to 2 squares and knocks them prone; Kudust does not fall prone, and Killua is dying
Hejkin Chanter fails its saving throws

Hejkin Stalker 2 shifts to H-13
Hejkin Stalker 2 hits Glenn with Claw for 5 damage plus 6 lightning damage

Hejkin Stalker 1 barely misses Glenn with Claw

Killua rolls a natural 20 on his death saving throw and spends a surge, gaining 7 hit points and is no longer dying
Killua saves against being dazed


Initiative
Lightning Obelisk 1 (23)
Ves (21)
Hejkin Sparker 1 (19)
Hejkin Sparker 2 (18)
Recette (17)
Lightning Obelisk 2 (14)
Kudust (12)
Hejkin Chanter (12)
Hejkin Stalker 2 (12)
Hejkin Stalker 1 (11)
Killua (11)
Hejkin Sparker 3 (10)
Glenn (9)

Players and Allies
Glenn (keiki) : (I-13) 3/33 (bloodied) +2 defenses
Kudust Earthheart (Misha) : (G-8) 18/42 HP (bloodied)
Killua Zoldyck (anon-kun) : (K-7) 7/33 HP (bloodied) prone
Recette Lemongrass (NPC) : (L-8) 8/26 HP (bloodied) prone, dazed (save ends)
Ves (Voyager) : (J-8) 8/14 HP half damage from all but psychic and force prone
Spirit Companion (Voyager) : (C-13, elevation 1)
Spirit of Athas (Voyager) : (Not present)

Enemies
Hejkin Sparker 1 (H-11) -37 HP (bloodied) -3 to attack rolls DEAD
Hejkin Sparker 2 (J-11) -34 HP (bloodied) -3 to attack rolls DEAD
Hejkin Sparker 3 (K-8) -31 HP -3 to attack rolls, marked DEAD
Hejkin Stalker 1 (J-13)
Hejkin Stalker 2 (H-8)
Hejkin Chanter (I-10) -29 HP (bloodied) immobilized (save ends), weakened (save ends)
Lightning Obelisk 1 (K/L-5/6) DISABLED
Lightning Obelisk 2 (K/L-10/11)

Notes
-Learning more about your enemies requires a successful dungeoneering check.
-If you don't have low-light vision or darkvision, enemies outside the gold-colored squares have partial concealment against you.
-A single lightning obelisk can be disabled with a moderate DC thievery check, or destroyed by attacking it (good luck with that). Otherwise it attacks until the end of the encounter, or until you are no longer in range.

Last edited at 14/08/18(Mon)12:50:45
>> No. 5116 edit
Minor: Battle Wrath
Standard: MBA @ Hejkin Stalker 1 http://orokos.com/roll/214954
Power Strike http://orokos.com/roll/214955

>> No. 5117 edit
File 140839533034.png - (574.03KB , 863x591 , faceentrance 9.png )
5117
With his head clear, Glenn goes on the offensive. While his strike isn't enough to kill the stalker, it does inflict a grievous wound. The stalker retreats away through the ground, phasing into it like a ghost, and reemerges further away to menace Recette, causing her to shrink back in fear.

Glenn enters the Battle Wrath stance
Glenn hits Hejkin Stalker 1 with a melee basic attack for 18 damage, bloodying it; this triggers its Burrow Beneath power, and it shifts to K-8


Initiative
Lightning Obelisk 1 (23)
Ves (21)
Hejkin Sparker 1 (19)
Hejkin Sparker 2 (18)
Recette (17)
Lightning Obelisk 2 (14)
Kudust (12)
Hejkin Chanter (12)
Hejkin Stalker 2 (12)
Hejkin Stalker 1 (11)
Killua (11)
Hejkin Sparker 3 (10)
Glenn (9)

Players and Allies
Glenn (keiki) : (I-13) 3/33 (bloodied)
Kudust Earthheart (Misha) : (G-8) 18/42 HP (bloodied)
Killua Zoldyck (anon-kun) : (K-7) 7/33 HP (bloodied) prone
Recette Lemongrass (NPC) : (L-8) 8/26 HP (bloodied) prone, dazed (save ends)
Ves (Voyager) : (J-8) 8/14 HP half damage from all but psychic and force prone
Spirit Companion (Voyager) : (C-13, elevation 1)
Spirit of Athas (Voyager) : (Not present)

Enemies
Hejkin Sparker 1 (H-11) -37 HP (bloodied) -3 to attack rolls DEAD
Hejkin Sparker 2 (J-11) -34 HP (bloodied) -3 to attack rolls DEAD
Hejkin Sparker 3 (K-8) -31 HP -3 to attack rolls, marked DEAD
Hejkin Stalker 1 (K-8)
Hejkin Stalker 2 (H-13)
Hejkin Chanter (J-11) -29 HP (bloodied) immobilized (save ends), weakened (save ends)
Lightning Obelisk 1 (K/L-5/6) DISABLED
Lightning Obelisk 2 (K/L-10/11)

Notes
-Learning more about your enemies requires a successful dungeoneering check.
-If you don't have low-light vision or darkvision, enemies outside the gold-colored squares have partial concealment against you.
-A single lightning obelisk can be disabled with a moderate DC thievery check, or destroyed by attacking it (good luck with that). Otherwise it attacks until the end of the encounter, or until you are no longer in range.
>> No. 5118 edit
File 14084043919.gif - (168.82KB , 500x280 , nazuna spirals.gif )
5118
Kudust, taken by surprise at the creature's audacity, completely whiffs on his hammer swing as it lashes out at Ves. Despite this, he is able to brace himself against the creature's thunderous wave and manages to remain standing.

Immediate Interrupt: Warden's Fury against the chanter, miss. http://orokos.com/roll/214929
Stand the Ground: Saving throw success http://orokos.com/roll/214932

>> No. 5119 edit
Delay until the Obelisk attacks.
>> No. 5120 edit
File 140847434094.png - (573.72KB , 863x591 , faceentrance 10.png )
5120
The psion desperately focuses her power on the chanter. The stalker harassing her swipes at her, but she somehow deflects it with her staff. Recette turns the chanter into an airborne projectile, crashing it into the other stalker before parking it beneath Ves' spirit companion, both hejkin knocked to the ground. She can't seem to shake off the affliction on herself, though, and is once again struck by the obelisk.

Ves delays until after Lightning Obelisk 2

Recette provokes an opportunity attack from Hejkin Stalker 1, but it misses her; Recette uses the Living Missile attack, sliding the Hejkin Chanter to C-13 and dealing 10 damage to Hejkin Stalker 2 and 5 damage to the Hejkin Chanter, and both are knocked prone (http://orokos.com/roll/215154)
Recette fails her saving throw against dazing (http://orokos.com/roll/215158)

Lightning Obelisk 2 hits Recette with its attack for 6 lightning damage


Initiative
Lightning Obelisk 1 (23)
Hejkin Sparker 1 (19)
Hejkin Sparker 2 (18)
Recette (17)
Lightning Obelisk 2 (14)
Ves (21) (delayed)
Kudust (12)
Hejkin Chanter (12)
Hejkin Stalker 2 (12)
Hejkin Stalker 1 (11)
Killua (11)
Hejkin Sparker 3 (10)
Glenn (9)

Players and Allies
Glenn (keiki) : (I-13) 3/33 (bloodied)
Kudust Earthheart (Misha) : (G-8) 18/42 HP (bloodied)
Killua Zoldyck (anon-kun) : (K-7) 7/33 HP (bloodied) prone
Recette Lemongrass (NPC) : (L-8) 2/26 HP (bloodied) prone, dazed (save ends)
Ves (Voyager) : (J-8) 8/14 HP half damage from all but psychic and force prone
Spirit Companion (Voyager) : (C-13, elevation 1)
Spirit of Athas (Voyager) : (Not present)

Enemies
Hejkin Sparker 1 (H-11) -37 HP (bloodied) -3 to attack rolls DEAD
Hejkin Sparker 2 (J-11) -34 HP (bloodied) -3 to attack rolls DEAD
Hejkin Sparker 3 (K-8) -31 HP -3 to attack rolls, marked DEAD
Hejkin Stalker 1 (K-8) -18 HP (bloodied)
Hejkin Stalker 2 (H-13) -10 HP prone
Hejkin Chanter (C-13) -34 HP (bloodied) immobilized (save ends), weakened (save ends), prone
Lightning Obelisk 1 (K/L-5/6) DISABLED
Lightning Obelisk 2 (K/L-10/11)

Notes
-Learning more about your enemies requires a successful dungeoneering check.
-If you don't have low-light vision or darkvision, enemies outside the gold-colored squares have partial concealment against you.
-A single lightning obelisk can be disabled with a moderate DC thievery check, or destroyed by attacking it (good luck with that). Otherwise it attacks until the end of the encounter, or until you are no longer in range.

Last edited at 14/08/19(Tue)11:57:14
>> No. 5121 edit
Move action: Stand, and SC to H-13, elevation 1.
Standard action: Ironbreaker Claws vs. Stalker 2's Reflex. http://orokos.com/roll/215167
- Glenn can MBA it.
Minor action: Healing Spirit. Recette heals for 6+4, and Glenn heals for 2. http://orokos.com/roll/215169

>> No. 5122 edit
File 14084772144.png - (575.83KB , 863x591 , faceentrance 11.png )
5122
Ves picks herself up from the floor - there is still unfinished business to be dealt with. Her spirit companion leaves the fallen chanter behind and swoops down upon the hejkin stalker. Savaging it with its bite, the wounded stalker is in no position to defend itself against Glenn's sword strike, rending it neatly in twain. A little primal energy is imparted to keep Recette and Glenn alive.

Ves stands from prone and moves her spirit companion to H-13, elevation 1
Ves hits Hejkin Stalker 2 with Ironbreaker Claws for 14 damage, bloodying it; Glenn hits it with a melee basic attack for 22 damage, killing it
Ves uses Healing Spirit on Recette, healing her for 10 HP and healing Glenn for 2 HP


Initiative
Lightning Obelisk 1 (23)
Hejkin Sparker 1 (19)
Hejkin Sparker 2 (18)
Recette (17)
Lightning Obelisk 2 (14)
Ves (21) (delayed)
Kudust (12)
Hejkin Chanter (12)
Hejkin Stalker 2 (12)
Hejkin Stalker 1 (11)
Killua (11)
Hejkin Sparker 3 (10)
Glenn (9)

Players and Allies
Glenn (keiki) : (I-13) 5/33 (bloodied)
Kudust Earthheart (Misha) : (G-8) 18/42 HP (bloodied)
Killua Zoldyck (anon-kun) : (K-7) 7/33 HP (bloodied) prone
Recette Lemongrass (NPC) : (L-8) 12/26 HP (bloodied) prone, dazed (save ends)
Ves (Voyager) : (J-8) 8/14 HP half damage from all but psychic and force
Spirit Companion (Voyager) : (H-13, elevation 1)
Spirit of Athas (Voyager) : (Not present)

Enemies
Hejkin Sparker 1 (H-11) -37 HP (bloodied) -3 to attack rolls DEAD
Hejkin Sparker 2 (J-11) -34 HP (bloodied) -3 to attack rolls DEAD
Hejkin Sparker 3 (K-8) -31 HP -3 to attack rolls, marked DEAD
Hejkin Stalker 1 (K-8) -18 HP (bloodied)
Hejkin Stalker 2 (H-13) -46 HP prone DEAD
Hejkin Chanter (C-13) -34 HP (bloodied) immobilized (save ends), weakened (save ends), prone
Lightning Obelisk 1 (K/L-5/6) DISABLED
Lightning Obelisk 2 (K/L-10/11)

Notes
-Learning more about your enemies requires a successful dungeoneering check.
-If you don't have low-light vision or darkvision, enemies outside the gold-colored squares have partial concealment against you.
-A single lightning obelisk can be disabled with a moderate DC thievery check, or destroyed by attacking it (good luck with that). Otherwise it attacks until the end of the encounter, or until you are no longer in range.
>> No. 5123 edit
File 139053005932.gif - (558.17KB , 346x190 , 1369334296710.gif )
5123
"Ah think it's time we finished this," Kudust says simply as he approaches the stalker. Heaving his hammer forward, Kudust overextends a bit on his blow, but his fury will certainly remind the stalker that it should fear him nonetheless.

Move Action: Walk to J-9.
Standard Action: Weight of earth vs. stalker. 15 vs. AC, 17 damage and it is slowed if hit. http://orokos.com/roll/215263
Free Action: Nature's wrath to mark the stalker.


Last edited at 14/08/20(Wed)11:53:03
>> No. 5124 edit
File 140855175537.png - (575.40KB , 863x591 , faceentrance 12.png )
5124
Kudust moves up to crush the stalker, but it dodges the blow at the last second. Still, the threat of retribution for attacking remains. The chanter speaks from far off as it rights itself, coughing out, "Go! Warn Chief Agunima! The stalker recieves the order and retaliates against the warden with a desperate series of slashes. It then moves next to the downed Recette to burrow underground., bypassing the party entirely before emerging a short distance away. The hejkin yelps when it realizes Kudust gave chase, as the dwarf settles beside it.

Kudust moves to J-9
Kudust misses Hejkin Stalker 1 with Weight of the Earth
Kudust uses Nature's Wrath and marks Hejkin Stalker 1 until the end of his next turn

Hejkin Chanter stands from prone
Hejkin Chanter saves against weakening

Hejkin Stalker 1 hits Kudust with Claw for 6 damage and shifts to L-9
Hejkin Stalker 1 burrows to H-10 and triggers Kudusts' Go with the Flow; Kudust shifts to H-9 and gains [b]combat advantage against the stalker


Initiative
Lightning Obelisk 1 (23)
Hejkin Sparker 1 (19)
Hejkin Sparker 2 (18)
Recette (17)
Lightning Obelisk 2 (14)
Ves (21) (delayed)
Kudust (12)
Hejkin Chanter (12)
Hejkin Stalker 2 (12)
Hejkin Stalker 1 (11)
Killua (11)
Hejkin Sparker 3 (10)
Glenn (9)

Players and Allies
Glenn (keiki) : (I-13) 5/33 (bloodied)
Kudust Earthheart (Misha) : (H-9) 12/42 HP (bloodied) combat advantage against Hejkin Stalker 1
Killua Zoldyck (anon-kun) : (K-7) 7/33 HP (bloodied) prone
Recette Lemongrass (NPC) : (L-8) 12/26 HP (bloodied) prone, dazed (save ends)
Ves (Voyager) : (J-8) 8/14 HP half damage from all but psychic and force
Spirit Companion (Voyager) : (H-13, elevation 1)
Spirit of Athas (Voyager) : (Not present)

Enemies
Hejkin Sparker 1 (H-11) -37 HP (bloodied) -3 to attack rolls DEAD
Hejkin Sparker 2 (J-11) -34 HP (bloodied) -3 to attack rolls DEAD
Hejkin Sparker 3 (K-8) -31 HP -3 to attack rolls, marked DEAD
Hejkin Stalker 1 (K-8) -18 HP (bloodied)
Hejkin Stalker 2 (H-13) -46 HP prone DEAD
Hejkin Chanter (C-13) -34 HP (bloodied) immobilized (save ends)
Lightning Obelisk 1 (K/L-5/6) DISABLED
Lightning Obelisk 2 (K/L-10/11)

Notes
-Learning more about your enemies requires a successful dungeoneering check.
-If you don't have low-light vision or darkvision, enemies outside the gold-colored squares have partial concealment against you.
-A single lightning obelisk can be disabled with a moderate DC thievery check, or destroyed by attacking it (good luck with that). Otherwise it attacks until the end of the encounter, or until you are no longer in range.
>> No. 5125 edit
Still somewhat confused, the Rogue stands up and throw his off-hand dagger against the chanter, trying to shut it up for good.
Stand up
RBA: Miss. http://orokos.com/roll/215374

>> No. 5126 edit
File 140856882165.png - (576.41KB , 863x591 , faceentrance 13.png )
5126
Killua picks himself up off the ground and tries to kill the chanter dead. Unfortunately, while his aim is usually good, there are enough factors, such as distance and poor lighting, to make his attack overshoot the target.. The knife clatters harmlessly to the ground a short distance from the hejkin chanter.

Killua stands from prone
Killua misses Hejkin Chanter with his Ranged Basic Attack


Initiative
Lightning Obelisk 1 (23)
Hejkin Sparker 1 (19)
Hejkin Sparker 2 (18)
Recette (17)
Lightning Obelisk 2 (14)
Ves (21) (delayed)
Kudust (12)
Hejkin Chanter (12)
Hejkin Stalker 2 (12)
Hejkin Stalker 1 (11)
Killua (11)
Hejkin Sparker 3 (10)
Glenn (9)

Players and Allies
Glenn (keiki) : (I-13) 5/33 (bloodied)
Kudust Earthheart (Misha) : (H-9) 12/42 HP (bloodied) combat advantage against Hejkin Stalker 1
Killua Zoldyck (anon-kun) : (K-7) 7/33 HP (bloodied)
Recette Lemongrass (NPC) : (L-8) 12/26 HP (bloodied) prone, dazed (save ends)
Ves (Voyager) : (J-8) 8/14 HP half damage from all but psychic and force
Spirit Companion (Voyager) : (H-13, elevation 1)
Spirit of Athas (Voyager) : (Not present)

Enemies
Hejkin Sparker 1 (H-11) -37 HP (bloodied) -3 to attack rolls DEAD
Hejkin Sparker 2 (J-11) -34 HP (bloodied) -3 to attack rolls DEAD
Hejkin Sparker 3 (K-8) -31 HP -3 to attack rolls, marked DEAD
Hejkin Stalker 1 (K-8) -18 HP (bloodied)
Hejkin Stalker 2 (H-13) -46 HP prone DEAD
Hejkin Chanter (C-13) -34 HP (bloodied) immobilized (save ends)
Lightning Obelisk 1 (K/L-5/6) DISABLED
Lightning Obelisk 2 (K/L-10/11)

Notes
-Learning more about your enemies requires a successful dungeoneering check.
-If you don't have low-light vision or darkvision, enemies outside the gold-colored squares have partial concealment against you.
-A single lightning obelisk can be disabled with a moderate DC thievery check, or destroyed by attacking it (good luck with that). Otherwise it attacks until the end of the encounter, or until you are no longer in range.
>> No. 5127 edit
File 13912995119.png - (77.90KB , 420x314 , 1390916062569.png )
5127
Glenn charges toward the bloodied Chanter in an attempt to finish it off.

Minor: Berserker's Charge
Standard: Charge @ Hejkin Chanter http://orokos.com/roll/215376

>> No. 5128 edit
File 14085705378.png - (575.41KB , 863x591 , faceentrance 14.png )
5128
Glenn takes on a fierce countenance before charging into the relative darkness - his eyes see his foe clearly, though. The hejkin chanter has only enough time to throw up its hands and cower before Glenn reaches it. Bringing his blade down, Glenn extinguishes its life, and its remains fall to the ground.

Recette is not so fortunate. Feeling nauseous and upset, the little girl wildly misses her mark with a psychic attack directed through her staff. As if to punish her, the obelisk targets her with an attack again. Its lightning is unable to hit her this time, scorching the ground around her while she whimpers.


Glenn enters the Berserker's Charge stance
Glenn charges the Hejkin Chanter and hits with his Melee Basic Attack for 16 damage

Recette misses Hejkin Stalker 1 with Mind Thrust (http://orokos.com/roll/215377)
Recette fails her saving throw (http://orokos.com/roll/215378)

Lightning Obelisk 2 misses Recette with its attack


Initiative
Lightning Obelisk 1 (23)
Hejkin Sparker 1 (19)
Hejkin Sparker 2 (18)
Recette (17)
Lightning Obelisk 2 (14)
Ves (21) (delayed)
Kudust (12)
Hejkin Chanter (12)
Hejkin Stalker 2 (12)
Hejkin Stalker 1 (11)
Killua (11)
Hejkin Sparker 3 (10)
Glenn (9)

Players and Allies
Glenn (keiki) : (D-13) 5/33 Berserker's Charge, (bloodied)
Kudust Earthheart (Misha) : (H-9) 12/42 HP (bloodied) combat advantage against Hejkin Stalker 1
Killua Zoldyck (anon-kun) : (K-7) 7/33 HP (bloodied)
Recette Lemongrass (NPC) : (L-8) 12/26 HP (bloodied) prone, dazed (save ends)
Ves (Voyager) : (J-8) 8/14 HP half damage from all but psychic and force
Spirit Companion (Voyager) : (H-13, elevation 1)
Spirit of Athas (Voyager) : (Not present)

Enemies
Hejkin Sparker 1 (H-11) -37 HP (bloodied) -3 to attack rolls DEAD
Hejkin Sparker 2 (J-11) -34 HP (bloodied) -3 to attack rolls DEAD
Hejkin Sparker 3 (K-8) -31 HP -3 to attack rolls, marked DEAD
Hejkin Stalker 1 (K-8) -18 HP (bloodied)
Hejkin Stalker 2 (H-13) -46 HP prone DEAD
Hejkin Chanter (C-13) -50 HP (bloodied) immobilized (save ends) DEAD
Lightning Obelisk 1 (K/L-5/6) DISABLED
Lightning Obelisk 2 (K/L-10/11)

Notes
-Learning more about your enemies requires a successful dungeoneering check.
-If you don't have low-light vision or darkvision, enemies outside the gold-colored squares have partial concealment against you.
-A single lightning obelisk can be disabled with a moderate DC thievery check, or destroyed by attacking it (good luck with that). Otherwise it attacks until the end of the encounter, or until you are no longer in range.
>> No. 5129 edit
>>5128
Minor action: Mage Hand to G-10.
Move action: H-11 (can do without provoking) and SC to K-8.
Standard action: Spirit Infusion for Killua. +2 power bonus to attack, +3 power bonus to damage.

>> No. 5130 edit
File 140857217324.png - (612.42KB , 863x646 , faceentrance 15.png )
5130
A pale, ghastly hand is conjured next to the remaining stalker. It cannot see it, but it feels an overwhelming sense of dread that makes its eyes dart around the seemingly vacant space. Ves uses the distraction to move herself and her spirit companion into more favorable positions, before the spirit vanishes. Killua is filled with energy and hurls his remaining dagger at the last foe. The hejkin turns around just quickly enough for the dagger to hit it between the eyes and pierce its skull. Gargling nonsense words, it falls down dead.

With the hejkin dead, there's a loud clicking noise as the remaining obelisk no longer gives off a static discharge. Recette groans as her violent headache passes.

The cave is silent, but for the storm still raging outside and the heaving of breath by the party.


Ves conjures a Mage Hand at G-10
Ves moves to H-11 and moves her spirit companion to K-8
Ves uses Spirit Infusion on Killua, and his Ranged Basic Attack hits Hejkin Stalker 1 for 19 damage, killing it (http://orokos.com/roll/215384)

Lightning Obelisk 2 deactivates


Players and Allies
Glenn (keiki) : (D-13) 5/33 Berserker's Charge, (bloodied)
Kudust Earthheart (Misha) : (H-9) 12/42 HP (bloodied)
Killua Zoldyck (anon-kun) : (K-7) 7/33 HP (bloodied)
Recette Lemongrass (NPC) : (L-8) 12/26 HP (bloodied) prone
Ves (Voyager) : (H-11) 8/14 HP half damage from all but psychic and force
Spirit Companion (Voyager) : (Not present)
Spirit of Athas (Voyager) : (Not present)
Mage Hand (Voyager) : (G-10)

Enemies
Hejkin Sparker 1 (H-11) -37 HP (bloodied) -3 to attack rolls DEAD
Hejkin Sparker 2 (J-11) -34 HP (bloodied) -3 to attack rolls DEAD
Hejkin Sparker 3 (K-8) -31 HP -3 to attack rolls, marked DEAD
Hejkin Stalker 1 (K-8) -39 HP (bloodied) DEAD
Hejkin Stalker 2 (H-13) -46 HP prone DEAD
Hejkin Chanter (C-13) -50 HP (bloodied) immobilized (save ends) DEAD
Lightning Obelisk 1 (K/L-5/6) DISABLED
Lightning Obelisk 2 (K/L-10/11) Deactivated

Notes
-Learning more about your enemies requires a successful dungeoneering check.
-If you don't have low-light vision or darkvision, enemies outside the gold-colored squares have partial concealment against you.
-A single lightning obelisk can be disabled with a moderate DC thievery check, or destroyed by attacking it (good luck with that). Otherwise it attacks until the end of the encounter, or until you are no longer in range.
>> No. 5131 edit
Action points spent
Glenn
Recette
Kudust
Ves
Killua

Healing surges remaining

Glenn : 6/10
Kudust : 6/13
Killua : 5/7
Ves : 5/4
Recette : 5/7

Experience Gained
775 experience points (155 experience points each)

You have reached 3 milestones! Everyone gains 1 action point.
>> No. 5132 edit
File 140424581586.png - (240.08KB , 615x518 , 18541534561231.png )
5132
"That... could have been better, I guess. Is everyone alright?" Killua asks, inspecting his own wounds.
>> No. 5133 edit
>>5132
"I'm still breathing," says Ves.
>> No. 5134 edit
File 139093392438.gif - (1.28MB , 640x360 , 1371083291012.gif )
5134
Wiping his brow, Kudust says dryly, "Nasty buggers." He then walks around the room and makes a causal inspection to try and figure out if the party is indeed safe for now.
>> No. 5135 edit
>>5133
Glenn walks back towards Ves and gestures..
"Forgive me fort ignoring thine warning.. Thine suggestions were without fault!
Glenn bows his head..
>> No. 5136 edit
File 140485259860.png - (104.05KB , 223x399 , rec_sigh.png )
5136
Kudust takes a little time to explore the area. The dwarf is able to see well enough in the dim light that he doesn't need a torch. Heading to the north, he finds an empty alcove to the west of a large set of stone double doors. The door is covered in runes, from a language Kudust doesn't recognize. The doors are not made of the same rock as the rest of the cave, and have a set of indentations where the handles would be. There is a large keyhole set in the door as well. A cursory glance through the hejkin's belongings does not turn up any sort of key.

The cavern continues to the west, though it forks off towards the north. There's no sign of anything coming this way from that end.

With the help of her staff, Recette shakily picks herself up off the ground. Leaning onto the nearby idol for support, she dusts herself off and wipes the sweat and tears from her face.
"Wowzers!" she exclaims, "that was a tough fight! Th-thank you for keeping me alive! Really!" After a while, she is able to walk toward the center of the cavern, no longer trembling, and plop herself on the ground. "I'll be okay after a short break." she reassures. (http://orokos.com/roll/215813 27)

Recette begins a short rest

Last edited at 14/08/22(Fri)12:41:20
>> No. 5137 edit
File 14048884834.gif - (220.79KB , 640x360 , 1354391167853.gif )
5137
Satisfied that they are safe for the immediate moment, Kudust takes a breather. "Dinnae beat yerself up over'it tae much. Things coulda goon better, but we be still alive," he comments, nodding in the frog-man's direction.

Take a short rest and spend 3 healing surges.
>> No. 5138 edit
The rogue silently looks at the Mul, somewhat distressed. Then he sit downs and rest.

Spend 3 surges
>> No. 5139 edit
>>5137
"Indeed, alive we are.."

Spend 3 surges
>> No. 5141 edit
"Assuming nobody here wants to drop from fatigue, you need proper healing. It should take me about twenty minutes to do that and recover my strength for the next fight," Ves announces. "In the meantime, some of us could think about picking correct targets."

>>5140

>> No. 5142 edit
Killua stays silent and uses this time to rest some more. The rogue mentally blames Kudust for the earlier mess, but makes gesture about it.
>> No. 5143 edit
File 140553620576.gif - (2.46MB , 444x250 , 1349527310738.gif )
5143
Kudust shrugs and pauses in his patrol. "Be best to keep our strength up." He ignores the ghost's ramblings about combat.
>> No. 5144 edit
File 140552224872.png - (105.05KB , 223x399 , rec_sad.png )
5144
Harnessing the primal energies, Ves doles out healing to the entire group over twenty minutes. Wounds close up and pain disappears. Physical pain, anyway.

"I... I panicked when they got close," Recette murmurs, hanging her head. "I shouldn't have let them distract me like that."

In any case, the party has healed up. The question is which path is the group to take : the left through the unexplored area, the right through the locked door, or back the way they came.

Surges spent according to >>5140
New healing surge totals :
Glenn 4/10
Kudust 5/13
Killua 4/7
Ves 4/4
Recette 5/7

>> No. 5145 edit
>>5144
Ves moves next to the locked door, and stealthily puts her head through to look inside.

Take 10 stealth (21)
>> No. 5146 edit
File 140945100284.png - (53.63KB , 1144x749 , faceentrance 16.png )
5146
Ves passes through the incomprehensible runes of the heavy stone door and peeks past. She cannot see very much of the room ahead, but she can tell a few things. Such as the chamber beyond is not formed from natural rock; it was built, stone by stone. The floor and walls are laid out brick by brick, the former having utterly failed to withstand the ravages of time and/or nature. There's a small but significant fissure running through the ground, extending ahead into the darkness.

The air is still and silent inside the corridor. Ves can tell at a glance that the room hasn't been disturbed for hundreds, if not thousands, of years.

>> No. 5147 edit
File 140945274359.png - (26.23KB , 217x589 , Comprehend Language.png )
5147
>>5146
"It looks like no one's been through this door in forever," notes Ves to those outside. "There's a fissure leading into the earth."

Take 10 Perception twice, once from each side of the door, to check for traps and whatnot.

"Also, with another ten minutes, I can try to decipher these runes."

Last edited at 14/08/30(Sat)19:39:03
>> No. 5148 edit
File 140945322129.png - (161.49KB , 308x496 , sak_hinamatsuri.png )
5148
>>5147
Ves's examination of the door turns up evidence of a trap similar to the lightning obelisks. If she had attempted to open the door without unlocking it, or if somebody failed to unlock it, the trap would be set off and continue attacking until the group that set it off is dead or gone, or until it is unlocked.

Recette doesn't seem to have an opinion on the matter, and has been rather sullen.

>> No. 5149 edit
>>5148
"... Never mind. The runes are probably for a magic trap that triggers if you try to open it without unlocking it. This door doesn't open, even from the inside, but seeing as the room inside is man-made, if we're looking for a hidden magic artifact, I think it's worth exploring."

Ves relays what she can tell about the trap, then heads back inside the room to look further.

What's an obsidian guardian?

Take 10 perception, take 10 stealth. I'll explore a couple squares at a time, making checks as necessary.

>> No. 5150 edit
File 140951473022.gif - (205.53KB , 436x312 , 1395100128261.gif )
5150
"Dinnae worry about what-ifs, Recette. All any of us can do is try ta improve," Kudust says, coming up beside the sullen stranger. He notes the ghost's warning and waits for her to finish scouting.
>> No. 5151 edit
File 140951826264.png - (659.66KB , 1144x749 , faceentrance 17.png )
5151
Recette seems to cheer up slightly at Kudust's encouraging words. She still doesn't say anything, but she doesn't look quite as sad as before. She just watches the space Ves left for now, waiting for the ghost to return.

Ves continues to investigate the passage and heads further in. The crevice widens in the middle, but isn't large enough for Ves to fall more than a few feet, if that. If she were able to fall down such a thing, anyway. In the middle of the room, the path splits on both sides, each direction framed by a doorway. There's another door directly ahead, and it is shut securely, but doesn't appear locked. Ves also finds a small skeleton near the left doorway, its hands clutching at its throat. It appears to have been here an extremely long time. It'd require a difficult heal check to figure out what it died from.

The passage on the left contains a small chamber, with a stone basin full of a maroon liquid set into the wall. Ves can feel that the liquid has been magically preserved, for whatever purpose. There's something written above the basin, apparently made using charcoal. Unlike the runes on the door, it is written in early primordial, and Ves is mostly able to read it:


To the abstemious, be blessed.
To the rapacious, taste bitter death.


The opposite passage on the right contains a similar basin with an identical message written above it. This basin holds an aquamarine liquid, also magically preserved. It's impossible to tell at a glance what either liquid does, though the function of both can be discerned with a successful arcana check.
>> No. 5152 edit
Still thinking about the liquids, Ves checks the neck area of the skeleton for discolorations or such.

Arcana check (liquid functions) (19) http://orokos.com/roll/217965

>> No. 5153 edit
File 134981995296.png - (475.82KB , 888x886 , sak_a11 default 1g.png )
5153
>>5152
Arcana (Ves) : The maroon fluid in the left chamber, when sipped directly from the basin while in the chamber, returns a spent healing surge to the drinker. It can only confer this benefit to a character once per 24 hours; if the drinker has all their surges they instead gain 10 temporary hit points.

The aquamarine fluid in the right chamber, when sipped directly from the basin while in the chamber, recharges one of the drinker's daily powers. It can only confer this benefit to a character once per 24 hours; if the drinker already has all their daily powers, or does not have any, they instead gain a +2 bonus to the attack roll and a +5 bonus to the damage roll of the next attack power they use within the next 24 hours.

If a person drinks from both basins in a 24-hour period, they gain no benefit from the second basin; instead, upon sipping from the second basin, the drinker gains ongoing 10 poison damage and a -2 peanlty to saving throws (save ends both).


Heal (Ves) : The skeleton lying in the middle of the passageway shows signs of poisoning. Likely from ingesting from both basins.
>> No. 5154 edit
File 140528233982.png - (349.77KB , 854x480 , 51564321561321.png )
5154
"Let's try to get in, then."
Killua walks toward the door and get some tools out, then he attempts to deactivate the trap on it.
Thievery: (17) http://orokos.com/roll/217980
>> No. 5155 edit
File 14064927994.png - (105.25KB , 223x399 , rec_shock.png )
5155
>>5154
Killua tries to pick the lock, but he seems to be off his game. After half a minute of nothing happening, there's a clicking sound as an enormous bolt of lightning strikes Killua dead on and brings him extremely close to death once more. Inside the lock, there's a sound like machinery as something shifts around.

"Oh my gosh! Are you okay?!" Recette calls out to Killua in alarm, approaching Killua slowly and cautiously.

Killua fails to open the door and activates the trap, and is CRIT for 19 lightning damage
The DC to deactivate the trap has increased.


Last edited at 14/08/31(Sun)20:33:52
>> No. 5156 edit
>>5153
>>5155
Before Ves can do much with the basins, she hears the trap zap someone, so she phases back to the rest of the party. "I just finished healing you!" says Ves, healing Killua (again) and also Kudust with the stray healing energies.

Healing Spirit for Killua (7+4=11) and 1d6 (4) for Kudust. http://orokos.com/roll/217985


Last edited at 14/08/31(Sun)21:48:29
>> No. 5157 edit
File 139009693328.gif - (409.73KB , 830x470 , 1348698882617.gif )
5157
Kudust raises his eyebrow as he is healed and turns to face Killua. Moving over next to the rogue, he comments, "Might wanna be careful there, aye? Anything we can do?"
>> No. 5158 edit
"I'm fine, I'm fine..." explains Killua to the party, somewhat ashamed.
"I understimated this door, it might be too hard for me to figure it out." Then, feeling like an idiot, he asks "...did anyone check to where that other route goes?"

Last edited at 14/09/01(Mon)23:20:25
>> No. 5159 edit
File 140485259860.png - (104.05KB , 223x399 , rec_sigh.png )
5159
"Is this way no good then? I don't want to see you hurt yourself again.
>> No. 5160 edit
>>5158
>>5159
"You would expect more hejkin the other way, wouldn't you? As for this door, the first room had types of revitalizing fluids, between which you could only drink one. Another door also led beyond, which I haven't gone through yet."

If the conversation doesn't continue, Ves goes back in to explore the other door in the basin room. Take 10 perception to look through.

Last edited at 14/09/03(Wed)23:39:46
>> No. 5161 edit
File 140987321696.png - (0.98MB , 1144x749 , faceentrance 18.png )
5161
"I guess you're right..." Recette concedes as Ves vanishes again. The specter shifts through the door undeterred... And finds herself in a brightly lit room.

Roars of flame accompany the dancing lights from four massive braziers that burn, one in each corner of the chamber. The large skeleton of a snakelike creature lies crumbling on the floor, its eye sockets seeming to smolder with embers. An altar carved of stone and bone stands near the northern wall, carved in runes similar to those on the stone door.

Speaking of, there is another stone door on Ves's right. It too bears unfamiliar runes.

Just as with the previous room, there is no trace that anyone or anything has stirred within this chamber in ages. Besides the roaring fires, it is eerily quiet.

>> No. 5162 edit
>>5161
Ves pokes the skeleton from afar. Mage Hand.
>> No. 5163 edit
File 131758587763.jpg - (51.18KB , 222x200 , sak_dooooom.jpg )
5163
>>5162
The embers flicker in the skeleton's eyes, but it does not move from its position.
>> No. 5164 edit
The spirit companion joins the poking.
>> No. 5165 edit
File 131758587763.jpg - (51.18KB , 222x200 , sak_dooooom.jpg )
5165
>>5164
The skeleton does not react.
>> No. 5166 edit
>>5165
The spirit tries yelling at it. Voice of Battle. http://orokos.com/roll/218715

>> No. 5167 edit
File 14064927994.png - (105.25KB , 223x399 , rec_shock.png )
5167
As Ves makes to attack the skeletal figure on the floor, several things happen. With a puff of smoke, a skeletal form appears in each of the two northern braziers, burning but undamaged by the flames. Fire flares in the eye sockets of the skeletal creature on the floor; its tail rises, and lashes. Smoke puffs in the two southern braziers, and as it fades, several shambling corpses appear in adjacent spaces. Two of those corpses are crusted with salt.

One of the burning skeletons hurls a sphere of crackling fire at Ves that strikes her dead on. Her ghastly form is engulfed in flames. Before she has time to process this, the tail of the skeletal creature whips at her, grazing her and infecting her with a vicious poison. The zombies proceed to gang up on her, charging in from the left and the right. Ves's form begins to distort and flicker before one of the salt zombies sucks the unlife out of her. This is more than the ghost is able to withstand, and her body collapses into a slimy residue on the ground.


"Miss Ves? Miss Ves!" Recette calls out in alarm, "we heard sounds of fighting! Are you okay?" Not getting any response, Recette is visibly trembling when she asks the others "should we go in after her?"

Ves hits Whipping Tail with Voice of Battle for 6 psychic damage, activating it

Blazing Skeleton 2 hits Ves with Flame Orb for 5 fire damage plus 5 fire damage

Whipping Tail hits Ves for 1 damage plus ongoing 5 poison damage

Zombie Rotter 2 moves to G-8
Zombie Rotter 2 charges Ves with Slam for 3 damage (reduced from 7), ending at I-9; Ves is now bloodied

Salt Zombie 1 moves to F-6
Salt Zombie 1 charges Ves with Claw for 6 damage (reduced from 13), ending at I-8, and Ves is grabbed

Salt Zombie 2 moves to I-10
Salt Zombie 2 CRITS Ves with Salt Feast for 7 damage (reduced from 14) and Ves is REDUCED TO ECTOPLASM


Last edited at 14/09/04(Thu)19:29:55
>> No. 5168 edit
File 140528233982.png - (349.77KB , 854x480 , 51564321561321.png )
5168
"...Don't worry. She's already dead. the Rogue explains.
"Let's wait her a little bit. If she's not back in 5 minutes she might have been captured or somehow incapacitated."
>> No. 5169 edit
File 131845679295.png - (25.97KB , 115x115 , sak_yareyaredaze.png )
5169
Recette looks uncertain, but doesn't voice any objections.

Wait five minutes?
>> No. 5170 edit
Before Ves discorporates, she gets a look at her enemies.

Religion knowledge checks.

http://orokos.com/roll/219098
http://orokos.com/roll/219108

Whipping tail: 26
Blazing skeleton: 27
Zombie rotter: 23
Salt zombie: 21

>> No. 5171 edit
File 140996377568.png - (32.42KB , 128x128 , salt zombie.png )
5171
>>5170
Religion (Ves) : Athas's climate assaults corpses, and zombies do not linger in their rotting forms. Where abrasive winds and high temperatures batter the land, bones are quick to shed bloated flesh. But in the ever-thirsty mudflats and salt flats, zombies retain dried-out flesh as the terrain leeches the moisture from their undead bodies. Thus you have creatures such as the salt zombies, level 1 soldiers. Salt zombies prefer to use their brute strength to grab their enemies with their claws (Claw is a melee basic attack that grabs a target on a hit[/b]). Against particularly weak targets, they latch on tightly and devour them slowly and wholly (Salt Feast is a melee attack that grabs a target; the target takes a -4 penalty to escape attempts, and each time they fail to escape, they take 5 damage). They are, however, very brittle, and will easily fall apart in the face of a powerful attack (its Zombie Weakness causes it to automatically be reduced to 0 hit points by any critical hit).

Zombie rotters, however, are relatively frail in comparison, being level 3 minion brutes. They are fairly slow, but are also quite powerful, preferring to hit their enemies over clawing at them (its Slam attack deals 8 damage on a hit). Sometimes, however, their hunger drives them to keep going, unless faced with overwhelming force (Deathless Hunger triggers when the zombie is reduced to 0 hit points, but not by a critical hit, and has a 25% chance of causing the zombie to instead be reduced to 1 hit point).

Perhaps the most troublesome enemies are the blazing skeletons, who are level 5 artillery. Whether up close or from afar, they attack with fire for significant damage. It is arguably even more dangerous up close, as the heat emenating from it is enough to cause harm on its own (its Fiery Aura deals 5 fire damage to creatures that end their turns adjacent). It can attack in melee by slashing at enemies and setting them on fire (Blazing Claw deals damage and ongoing 5 fire damage (save ends)). And it can hurl fireballs from afar to set enemies ablaze as well (Flame Orb is a ranged attack that deals fire damage and ongoing 5 fire damage (save ends) on a hit). They prefer to stay in locations where they are safe from retribution, such as the braziers.

All the undead have darkvision, heavily resist necrotic, are immune to disease and poison, and are vulnerable to radiant damage. The blazing skeletons also resist fire.

The whipping tail trap is made from the corpse of some sort of primordial cultist, its body warped and twisted by its master, and is a level 2 blaster. The tail prefers to attack enemies only, but will include allies in its attacks if it can catch fewer than one ally and more than two enemies with it. On a hit, an enemy takes some damage and is poisoned. Disabling the trap requires attacking it directly, as though it were a normal enemy, or making a series of successful Thievery or Arcana checks on the altar behind it, pressing the runes in the correct order.


Last edited at 14/09/05(Fri)17:41:35
>> No. 5172 edit
File 140999711281.gif - (446.49KB , 700x320 , oya luv nazuna.gif )
5172
"Aye, I suggest we wait," Kudust confirms. "See wha she has ta say when she gets back... if she gets back. If she's not back in ten minutes, we'll go a'ead."
>> No. 5173 edit
The party decides to wait out the ghost's return. It doesn't take too long before Ves reincorporates within the room of the undead.

Or what was the room of the undead. Though the traces of a scuffle are still there, everything seems to have returned to how it was when Ves first entered, with no enemies to be seen. Most annoyingly, the whipping tail seems to have mended its damage.

Ves seems to be safe for the moment.


Advance five minutes
>> No. 5174 edit
Ves phases out the door, drains the power-recovery fluid, and phases again to rejoins the party. "I'm back," says Ves, looking rather faded.

Using the daily-recovery liquid, probably absorbing it with her touch attack like with enemies and water. HP total should be 3/14 with 3/4 surges.

If no one reacts or anything, I'll just relay what I saw.


Last edited at 14/09/09(Tue)12:39:13
>> No. 5175 edit
File 14064927994.png - (105.25KB , 223x399 , rec_shock.png )
5175
>>5174
If Recette is spooked at all, she hides it well. "You're hurt!" she says to point out the obvious. She does seem sincerely concerned, at least.
>> No. 5176 edit
>>5175
"Yes. In the room after the next, there was an undead ambush of two skeletons on fire, two salt zombies, and two regular zombies. Until a snake skeleton triggered it, the enemies were invisible, and when I came back to life, they were gone again."

Ves takes a moment to pull a spectral fruit of nowhere and eat it, and then continues into enemy descriptions.

Eating a Potion (Fruit) of Healing, spending a surge to heal 10 HP (13/14, 2/4). Then I'll relay monster knowledge.

According to Astaroth, the ambush happens "if the tail is attacked, or if somebody moves 4 squares into the room."


Last edited at 14/09/09(Tue)14:20:52
>> No. 5177 edit
File 14084043919.gif - (168.82KB , 500x280 , nazuna spirals.gif )
5177
"Interestin'," Kudust replies, readying his shield and hammer. "Ah don't suppose there's another way around? Tha prooblem seems ta be tha locked door..."
>> No. 5178 edit
>>5177
"None I could find. But the runes on the door look similar to those on the altar, which could deactivate the snake skeleton when pressed in a certain order. There should be a 'correct' way to open the door as well."
>> No. 5179 edit
File 141054430538.jpg - (491.09KB , 1280x720 , aurora yurialis.jpg )
5179
"Unless our resident handyman fancies takin' anoother crack a' tha door, we could proceed doown tha way not blocked by a door," Kudust decides.
>> No. 5180 edit
File 140520305453.png - (104.97KB , 223x399 , rec_def.png )
5180
"I'm all for not seeing people get zapped anymore."
>> No. 5181 edit
>>5180
"Going to see more Hejkin won't necessarily help us avoid lightning," points out Ves.
>> No. 5182 edit
File 140552224872.png - (105.05KB , 223x399 , rec_sad.png )
5182
>>5181
"That's... That's also true," Recette relents. "There doesn't seem to be any good choice here."
>> No. 5183 edit
"We should give it at least one more attempt, as long as Mr. Killua is willing to try again. Did you see where the lightning came from? Mr. Kudust has a shield, so maybe he can be ready to block it while others help with the door. Who's good with their hands?"
>> No. 5184 edit
File 139009693328.gif - (409.73KB , 830x470 , pat yuno.gif )
5184
Kudust will take up a position near Killua and ready himself to try and shield his ally from further lightning.

Move up to Killua and aid defense.
>> No. 5185 edit
"What the heck, we're already here" says Killua with a smile.
"Frog-man, would you lend me a hand? The patterns in this lock are somewhat complex, I need someone help me to memorize my attempts."
>> No. 5186 edit
Gleen's aid another at thievery (8) http://orokos.com/roll/221908
>> No. 5187 edit
Ves walks through the door, examining it in more detail and passing along anything that looks helpful to Killua.

If allowed, take 10 Aid Another to Killua's Thievery. DC 11, and 10+1=11.
>> No. 5188 edit
Killua tries again, assisted by Glenn and the ghost.
Thievery (21) http://orokos.com/roll/222524
>> No. 5189 edit
File 131766743133.png - (488.32KB , 888x886 , sak_a11 default 1.png )
5189
>>5188
Killua tries again with some assistance, though Glenn isn't as helpful as he'd hoped. Another half minute passes before a loud click emanates from the door. Rather than the burst of lightning as expected, however, nothing happens.

Killua successfully unlocks the door
>> No. 5190 edit
File 140528233982.png - (349.77KB , 854x480 , 51564321561321.png )
5190
"It worked" the rogue simply adds. Then he prepares himself and opens the door.
Total defense (just in case)
Open door.

>> No. 5191 edit
File 140553620576.gif - (2.46MB , 444x250 , 1349527310738.gif )
5191
Kudust addresses the ghost, "Ye scouted tha place, aye? Got any suggestions how ta approach?"
>> No. 5192 edit
File 141123441853.png - (615.41KB , 1144x749 , faceentrance 19.png )
5192
>>5074
Killua pushes open the door and braces himself for the worst. What greets him is the stale air of a mostly undisturbed passage. There is still the fissure in the middle of the room.

Last edited at 14/09/20(Sat)10:45:39
>> No. 5193 edit
>>5191
"First comes drinking from one of the restorative basins, but not both, since that can kill you." Ves then explains which one does what again.

"This room looked safe enough. The ambush happened in the next room, and walking too far in or harming the snake-thing will trigger the trap. I may be able to disarm it from afar with some pointers from someone knowledgeable in those runes, but no guarantees."
>> No. 5194 edit
File 14114275159.gif - (2.98MB , 280x158 , 1374810998980.gif )
5194
Kudust takes the lead, choosing the east wall to sidle as he attempts to not fall down the crevice and head towards the restorative basin, motioning for the rest of the party to follow. He has his hammer drawn, just in case.
>> No. 5195 edit
File 141160141755.png - (901.12KB , 1144x749 , faceentrance 20.png )
5195
>>5194
Recette dutifully follows behind Kudust to provide illumination. Both of them find the basin, just as described by Ves.

Recette glances between the torch and the basin, and waits for Kudust to have the first drink. Not because she thinks it's poisoned, of course! She just doesn't want to drop the torch.

>> No. 5196 edit
File 141169051312.jpg - (840.70KB , 1826x2373 , wideatles.jpg )
5196
Kudust does his best to remember what the ghost told them about the basins, then shakes his head. "Given tha shape we're in, ah think we may be better off wit' tha maroon pool, as unsavory as ah find it." With that, the dwarf will sidle back around the crevice and head to the opposite pool. Barring no interruptions, he will also drink from it.
>> No. 5197 edit
File 134981995296.png - (475.82KB , 888x886 , sak_a11 default 1g.png )
5197
>>5196
Kudust drinks deep from the basin, and finds the liquid... Rather bitter, like medicine. Tellingly, he also feels somewhat invigorated. Recette, meanwhile, tries the same with the aquamarine fluid and nearly spits it out. "Bleck!"

Kudust regains a healing surge
Recette regains the use of Living Missile

>> No. 5200 edit
New thread :
>>5199


Delete post []
Password  
Report post
Reason