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Book Two: Chapter Six: "Prosperous Hosts"

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Malazek
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Post  151prooftattoos Mon Aug 17, 2009 1:35 am

Malazek wrote:
Davin wrote:"Well, Azzy could fly us up there, some of us two at a time. I could be a "look out" and tell Azzy when best to take off. I don't think the Dwarves will be able to see us on top from the walkway below. Sound good?"

"I figure the light people could go together. Taal and Straegis, Juugug and Alex, Vangg, Mordax, Verity, and then Hound and I. I will rebar the door to give us some more time before I leave."


O.O.C. - Verity suggested someone go into the Bag of Holding for 2 trips, cutting the trips down from 6 to 5.

If we go with the above suggestion, I will take 10 on Perception for a 33, to aid Azzy's Stealth while flying, effectively choosing the right times to open the door and wave Azzy through and back. I'll take 10 on Stealth for a 30 to handle the door quietly and rebar the door.
OOC: If this is the idea y'all are going with, then I need to know for sure who's travelling with who and in what order. Azzy's unencumbered weight allowance is 270 lbs (he can carry up to 540, but he's slowed while doing so). Based on your posts so far, I'm figuring something like this ...

First Trip
Straegis (190 lbs) with his gear in the BoH (120 lbs)

Second Trip
Alex (155 lbs) and Taalgarnuk and his gear (115 lbs)
with Juugug and hus gear (180 lbs) in the BoH


Third Trip
Vangg and his gear (170 lbs)
with some of Mordax's gear in the BoH (5-10 lbs)


Fourth Trip
Mordax and the rest of his gear (265-270 lbs)

Fifth Trip
Verity (250 lbs)
with his gear in the BoH (90 lbs)


Sixth Trip
Davin and his gear (225 lbs)
with Hound (115 lbs) in the BoH.


If that's not how you want it, then just let me know how you do want it. For easy reference, I have provided a rough estimate of everyone's weights. It might not be 100% accurate, but it's close (also, this chart assumes nobody is removing their armor). Weights were partially based on strength, and partially based on race or description.

Straegis (190 lbs in armor, plus another 120 lbs in gear) = 310 lbs.
Taalgarnuk (100 lbs in armor plus another 15 lbs in gear) = 115 lbs.
Alex (155 lbs in armor plus another 45 lbs in gear) = 200 lbs.
Juugug (130 lbs in armor plus another 50 lbs in gear) = 180 lbs.
Vangg (130 lbs in armor plus another 40 lbs in gear) = 170 lbs.
Mordax (245 lbs in armor plus another 30 lbs in gear) = 275 lbs
Verity (250 lbs in armor plus another 90 lbs in gear) = 340 lbs.
Davin (165 lbs in armor plus another 60 lbs in gear) = 225 lbs
Hound (115 lbs in armor) = 115 lbs
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Post  151prooftattoos Mon Aug 17, 2009 1:35 am

151prooftattoos wrote:D100 Roll:

1d100=50
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Post  151prooftattoos Mon Aug 17, 2009 1:35 am

Swifthand wrote:O.O.C. - That's fine with me.

-Swift
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Post  151prooftattoos Mon Aug 17, 2009 1:36 am

Halcyon wrote:Verity nods to Straegis.

OCC: I'm all for following the plan outlined by Straegis, flying up in the order Mal suggests.
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Post  151prooftattoos Mon Aug 17, 2009 1:36 am

Malazek wrote:Okay then, first thinsg first

First Trip
Dain watches the Dwarves through minute space between the door and the wall, keeping the door as close-to-closed and quiet as possible. When the time comes, he waves Azzy and Straegis, too.

Azzy grabs the warlord and the bag filled with his gear and soears to the top of the Wise stone. None of the Dwarves seems to notice. Straegis grabs his stuff from the bag, and then heads to the center to set-up.

Azzy watches the door for Davin's signal to come back. When the coast is clear, the elf waves the angel back. Azzy glides down, coasting through the door for the next traveller.

Everyone is amazed at how quietly death and can fly.

Azzy's Stealth Rolls: 18, 26 vs DC 18.

Second Trip
The heroes repeat the procedure, this time with Azzy carrying Alex and Taalgarnuk; Juugug is reluctantly inside the bag. When Davin's thinks it's safe, they fly out the door and to the top of the Stone. Alex and Taalgarnuk head toward Straegis, and Juugug slowly climbs out of the bag. Davin waves Azzy back as Juugug joins the others.

Azzy's Stealth Rolls: 23, 27 vs DC 18.

Third Trip
Mordax throws a few of his things in the bag and hands it to Vangg. Davin watches the passing Dwarves carefully, and when the time is right, he waves the flight crew through the door. Within seconds, Vangg reaches the top; he pulls Mordax's things from the bag, and hands the bag back to Azzy. When Davin waves him through, he soars back down. Vangg joins the others and helps with the ritual preperations.

Azzy's Stealth Rolls: 18, 23 vs DC 18 (close one).

Fourth Trip
Same thing, this time with just Mordax. At the top, he gets out, and begins watching guard with the strange electrical bow he was handed.

Azzy's Stealth Rolls: 19, 22 vs DC 18.

Fifth Trip
Same thing again, this time with Verity and a bag full of Verity's things. Azzy lifts to the top and sets his father carefully upon the stone. The knight's gear is removed from the bag, and eventually the angel is waived back down.

Azzy's Stealth Rolls: 34, 21 vs DC 18.

Last Trip
This time, Hound goes into the bag. Though compliant at first, he doesn't like it one bit and tries to get out. Davin soothes him, and the final trio are almost ready for flight.

Azzy steps out into the hall and almost gets spotted! But Hound darts out of the bag, and pulls him back into the room.

After another moment, the walkway is clearer. They step out and wait while Davin re-bars the door. And the WHOOSH! they reach the top of the Wise Stone.

Azzy's Stealth Roll: 17=37,* 33 vs DC 18
*Re-rolled at +2 using Hound's Crucual Advice
.
_____ _____ _____ _____ _____

Now, everyone is on top of the Wise Stone, and the ritual is ready to begin!

OOC: That deserves a seperate post. I'll be back shortly to post the results.
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Post  151prooftattoos Mon Aug 17, 2009 1:36 am

magicspellz12 wrote:OOC: I'm HERE! I was on holiday and my STUPID brother took us to a place with NO internet. NONE. Not a cafe in SITE. UGH! I can't believe I missed this part! But at least I didn't miss *THIS* part!

d100 = 72
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Post  151prooftattoos Mon Aug 17, 2009 1:37 am

Malazek wrote:OOC: Welcoe back! We were all worried you were about to miss a crucial point in your story! Glad you made it.
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Post  151prooftattoos Mon Aug 17, 2009 1:37 am

Halcyon wrote:Head pounding from the mental strain of hours of intense research, Verity latches onto Azzy for the flight. The sudden rush of wind combined with the sight of the ground falling away below invigorates the Death Knight and fills him with awe. Having left his headache behind, he tells Azzy, “Once everyone is safely here, cut for us a hideaway with your ensorcelled knife. Should things go imperfectly, it may be of use.”

He removes the Aqueous Templar and clasps it about Alex’s neck, that the Artifact may play it’s part in the change to come. He replaces it with the onyx Symbol of his Faith and continues preparation for the historic task ahead. When preparations are complete he addresses the Companions of Brackwater.

“Friends, the dwarves have toiled for generations to engineer the destruction of the world as we know it. If their Armageddon unfolds, most of those we hold dear will perish. If they succeed, then birdsong and the light of day will become things of the past: tales past among scattered survivors from the old to the young and eventually disbelieved. Only we few can stop them, and stop them we must.

“For the nexi they’ve destroyed, for the Massacre at the Cave Temple, for the assault on the Imperial City; the longbeards must answer for their sins here, now. Straegis, Alex, may the searing light of vengeance guide your way. Restore the balance. Seal their doom.”
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Post  151prooftattoos Mon Aug 17, 2009 1:37 am

Malazek wrote:Once atop the Wise Stone, Alex supervises the helpers* as they draw the necessary lines and sigils, place the necessary candles and crystals, and generally get the ritual itself underway. Meanwhile, whispers the opening lines of the arcane litany. Straegis has the Telluric Templar set before him at one end of the diagram and Alex has the Aqueas templar set before him at the other. The group works as quickly as possible.

*According to Straegis's post, this includes Taalgarnuk, Vanng, and Juugug (in addition to Straegis and Alex). That's everyone with the "Ritual Caster" Feat). Everyone of involved must spend an AP for the plan to work; Straegis also draws upon Davin's Crucial Advice.

Meanwhile, the rest of the group** is standing in a circle around the ceremony, watching the Terramancers scrambling a hundred feet below but cautious not to be seen themselves.

**Everyone else: Davin, Hound, Mordax, Verity, Azzy.

Mack wrote:Arcana 43, 49, (39) 44, 46

All-in-all the process seems to be going well. The ritual is well underway, and the Dwarves below seem oblivious to your presence. Straegis transitions from the opening verses and begins to quietly recite the next passages. Alex directs the others as minute changes become apperent; his direction punctuated by the occasional need to join Straegis's voice in key spots.

At first, the participants are tense, as they realize a sharp set of ears could potentially hear the quiet canter. But as the minutes pass, they begin to feel at ease in the casting. The Dwarves are too far away and too distracted by whatever commotion is goin on down there. (Of course, when they get to the end, and voices rise, that will change quickly).

Nearly an hour passes before the ritual reaches critical mass. Many more last minute changes were needed than anyone expected; a fact that has everyone worried. Nonetheless, Straegis is nearing the height of the chant; the climatic crescendo just moments away.

By now, there are noticaby fewer Dwarves below. Whatever has captured their attention has drawn them from the room. Only a dozen or so remain.

Mack wrote:Arcana 40, 47, 43, 51

Now! The sigils and diagrams flood with power. Straegis's voice begins to rise as the magical energies demand greater and greater control! Alex's voice joins his as the VOICES of the OTHERS chime at key MOMENTS!!

Meanwhile, the Dwarves below have become aware of the chanting. Confused, at first, by what's going on, they don't react right away. Some continue on their way, only glancing up briefly; others stop at stare upward with bewildered expressions on their voices.

BUT SOON, the powerful CHANT is unmistable. SOMEBODY is casting a RITUAL in top of THE WISE STONE -- and that somebody IS NOT A DWARF!!

Some of the Dwarves begin to climb; but it's only two and they aren't immediately successful. The heroes decide to wait.

The ritual CONTINUES

A couple more Dwarves begin to climb. Only one seems to be making progress. The watchmen wait.

The ritual CONTINUES

A couple more Dwarves begin to climb. Another rises up the side of the Wise Stone slightly behind the other, who is now about twenty-five feet up.

The ritual CONTINUES

All of the Dwarves are now trying to climb. The first is about two-third of the way up; a couple more a ways behind him. Most of the Terramancers are having trouble ascending the smooth rockface of their own monument.

Mordax shoots. The lightining arrows strikes the lead Dwarf, forcing him to fall to the ground below. It's quite a fall, but the study bearded man get to his feet; with an arcane speech and flourish of his stone-tipped rod, he fires molten rock up toward the fisherman ... but he doesn't have the range!

The ritual CONTINUES

More Dwarves climb. Those who are successful are shot by the heroes; which more often than not causes them to fall. Occassionally, one hangs on, only to be knocked off next round.

The ritual CONTINUES

The last part of the ritual will take 50 Rounds! I'm not rolling out all of tat combat, especially since these Terramancers are only 5th level. So, based on the law of averages, this is what happens ...

More and Dwarves climb. Those who are successful are shot by the heroes; which more often than not causes them to fall. Occassionally, one hangs on, only to be knocked off next round.

A few begin to walk up the side of the rockface (spiderclimb). They don't fall when attacked, and eventually reach a distance from which their spells can reach.

The ritual CONTINUES.
And Continues. And continues.


Mack wrote:Arcana 52, 43

About halfway through the ritual, half of the dozen Terramancers are dead. Only a five of their attacks have done damage (some on Crits; some that do half damage on a miss). The remaining Terramancers flee; staying in here would be suicide (perhaps they've gone for reinforcements).

Each of the defenders has taken 15 damage over the course of 25 rounds.

The ritual CONTINUES.
And Continues. And continues.


The walkway below is now empty. Only the occasional wounded stmbles through, heading through one of the doors to who knows where. The heroes let most of the wounded get by; they aren't murderers, after all.

The ritual CONTINUES.

The templars are now glowing brightly; almost too bright to look at. It's the same mysterious bluish-white light the Aqueas Templart has flashed before, but not it is a relentless, searing brightness.

The magical energy in the room is so great, that everyone's hair begins to stand up, as if charged with static electricity. The smell of wet earth floods your nose; the squishy sounds of mud fills your ears. Your skin feel damp and dirty at the same time.

As the ritual draws to a close, Azzy takes Verity's suggestion, and uses the Exodus knife to carve a doorway into the surface of the Wise Stone, just a few feet from the edge of the ritual. The "doorway" is more of a hole, however, as there's no vertical surfaces up here to carve into.

Mack wrote:Arcana 44, 45

As Straegis finishes the last lines of the litany, both he and Alex can sense that they have unleashed something extremely dangerous. The ritual seems to have done it's job; but ... something ... unforseen ... is happening.

A tremor is felt underfoot.

And then the entire cavern begins to shake; a low rumble muffling all other sounds. The Wise Stone heaves, as if alive; you almost lose your footing. What have you done?!

OOC: The ritual is complete. Stand by to find out what happens next. (No actions please).
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Post  151prooftattoos Mon Aug 17, 2009 1:37 am

Swifthand wrote:ZOMG!!!!!!!

Malazek wrote:The smell of wet earth floods your nose; the squishy sounds of mud fills your ears. Your skin feel damp and dirty at the same time.

All byproducts of Davin CRAPPIN' HIS DRAWERS!


-Swift
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Post  151prooftattoos Mon Aug 17, 2009 1:38 am

151prooftattoos wrote:RUH-ROH RAGGY!!
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Post  151prooftattoos Mon Aug 17, 2009 1:38 am

Malazek wrote:
Quick & Dirty Ritual Creation wrote:39, 44, 47, 36, 51, 42, 37, 35, 35, 37, 50, 35.
Ritual wrote:d100 = 45
As Straegis finishes the last lines of the litany, both he and Alex can sense that they have unleashed something extremely dangerous. The ritual seems to have done it's job; but ... something ... unforseen ... is happening.

A tremor is felt underfoot.

And then the entire cavern begins to shake; a low rumble muffling all other sounds. The Wise Stone heaves, as if alive; you almost lose your footing. What have you done?!

Ritual wrote:d100 = 23
Both templars EXPLODE! as the cosmic power rushing through them exceeds the cohesive strength of the materials they were crafted from! The energy and the shrapnel that are released cut into the two ritual leaders.

Straegis takes 20 Damage. Alex takes 17 Damage

Davin wrote:d100 = 48
The resultant mana is so heavy and intense, that is nearly tangible, making the air seem thick. With the eye of Hemingr, Davin is able to see the mana coursing through Alex and Streagis; he doesn't know Numen from Awen, but he can clearly see the gritty energy liquify ... when the templars explode, the energy is too bright to handle ... the searing light clouds his vision, a sharp pain burns his eye, his mind overwelmed, his sense of balance gone. Davin falls to the ground, nearly blind in one eye.

The Eye of Hemingr ceases to function. All benefits lost. With his depth perception impaired, all of his ranged attacks are at -2. (Hopefully, this is only temporary).

Vangg wrote:d100 = 50
Vangg may have left his Dwarven life behind, but his body was still forged by the cold hard earth of the perverbial forge. Vangg feels queezy, as the sudden change from earth to water causes a sinking feeling in his stomach. It's a diaretic feeling, like nothing he has ever felt before.

Vangg is no longer +5 to save vs poison, he can no longer use his second wind as a minor action, he can longer carry a heavy load as if it were a light load, and forced movement now affects him normally. (Hopefully, this is only temporary).

He also loses 2 healing surges
.

Juugug wrote:d100 = 85
Juugug looks greener than normal, almost sick to his stomach. He doubles over and then falls to his hands and knweed. He begins vomiting into the ritual circle, his long ears twitching out of control.

He is SLOWED and -2 to all Actions.
He also loses 2 healing surges
.

Taalgarnuk wrote:d100 = 98
A gleam appears in Taalgarnuk's eyes and a creepy twisted smile crosses his reptilian lips. His tongue slithers out of his mouth, and licks the drool from his lips. He turns his depraved looking stare on Davin, as if he suddenly remembered how great elfs taste.

He also loses 2 healing surges.
The other effects you'll have to guess at
.

Verity wrote:d100 = 80
With "one heart one mind" still active, Verity's mind is flooded by the deafening roar of all these crazy voices around him. Everyone of his comrades is wither crying out in misery, or thinking such wrongful temptuous thoughts. The knight can't tell who's voice is who's; but nor can he get them out of his head. He tries end the effect, but he cannot.

Verity is STUNNED. Make a Saving Throw.

Hound wrote:d100 = 39
Hound bolts, running to and fro wildly, as if he doesn't know where he is or what's going on. He bumps into people and knocks over candles, he trips Mordax ... but doesn't stop.

Mordax wrote:d100 = 77
Overwhelmed by the energies, Mordax's emtions get the best of him; he breaks down and begins to cry. His words are incoherent; the only thing you can tell for sure, is that he's bawling.

Mordax is effectively DAZED until further notice.
He is also PRONE, thanks to Hound
.

Azzy wrote:d100 = 38
Azzy shows no sign of being affected by the ordeal. If the ritual has done anything to him, you don't have any idea what it was.

Straegis wrote:d100 = 20
The energies coursing through Straegis body are exhausting. He barely manages to climb to his feet, just as his companions seem to have lost their minds. He looks around, watching what happens.

Straegis is Weakened (Hopefully, this is only temporary).
He also loses all remaining healing surges!


Alex wrote:d100 = 72
Like Straegis, Alex is exhausted by the experience; but as soon as the ritual is complete, he feels his blood filling with brand new power. The magic of aquamancy has increased threefold, atleast!! His worn out body is filled dangerously high level of power! This must be what Aodhan Blas feels like!!

Alex loses all remaining healing surges.
But then, gains four Action Points!
Until further notice, he can also spend two per encounter.
He is also +5 to all Saving Throws.
He can also cast ALL of his powers AT-WILL (until further notice)
.

Ritual wrote:d100 = 36
Everyone's feet begin to sink into the stone surface, as the Wise Stone slowly dissolves into mud.*

WTF are you gonna do now? Whatever it is, you better do it fast.
And include initiative rolls and skill checks while you're at it.

*For the sake of clarity, let me state that the ground is difficult terrain.
Only the top few inches have turned to mud ... so far
.
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Post  151prooftattoos Mon Aug 17, 2009 1:38 am

magicspellz12 wrote:Alex glances around, looking at the damage to his sternum with some concern, his hand passes over the wound, summoning some of his watery magic he attempts to call his body to stitch the wound together, but some how he cannot do it.

--------------
Soothing River, ineffective as I have no healing surges.
--------------
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Post  151prooftattoos Mon Aug 17, 2009 1:39 am

Halcyon wrote:Verity Init:27 (natch, second time in a row…for initiative)
Save: 12+1=13, can act next round.

DM EDIT: Yup. Since he saved successfully, he'll be Dazed instead of Stunned.
There is no save vs. Daze; that lasts until further notice
.
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Post  151prooftattoos Mon Aug 17, 2009 1:39 am

Swifthand wrote:"AHH! MY EYE!"

Cupping the offending orb, Davin runs over to and then drags either Verity or Mordax (whomever is closest) to the Exodus Room. Then, he pulls a bit of jerkey from his pack and tries to calm and call Hound.

Double Move - Move to the Exodus Room, dragging either Mordax or Verity and tossing them in
Minor - Pull out jerkey
Action Point - Call Hound

Initiative=17
Nature=27

-Swift
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Post  151prooftattoos Mon Aug 17, 2009 1:39 am

magicspellz12 wrote:As Davin is moving people into the Exodus room. Alex will start to make his way over there. He looks to see anyone struggling, planning a watergate to quicken their passage into the sanctuary.

--------
Move action x2 towards the doorway.
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Post  151prooftattoos Mon Aug 17, 2009 1:39 am

macksgarageusa wrote:Stumbling to his feet, Straegis does his best to check on the others. Taalgarnuk troubles him most, "Taal, what are you doing? Davin, keep an eye on him" (no pun intended) He manages to get himself to the exodus room but doesn't feel safe. He tells the others "We can't stay here long, this stone will turn to water. Then what of us?" Wishing he could run, he just collapses to the floor exhausted.
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Post  151prooftattoos Mon Aug 17, 2009 1:39 am

Malazek wrote:Init 34
Less concerned about the mud than everyone else, Azzy stands and waits; ready to grab someone should the ground fall out beneath everyone.

Init 32
Taalgarnuk moves toward the Exodus door, but does not go through it; he pauses at the precipice, waiting for Davin ...

Init 30
With eyes full of tears, Mordax gets back to his feet. He still looks dazed as he puts his hands to his knees and wails.

Init 27
Verity shakes off the stun, but is still too disoriented to move.

Init 22
Souting warnings to his friends, Straegis heads to the Exodus room and drops into it.
Take 10 to reduce Fall damage; 2d10-10=No Damage.

Init 17
Davin grabs Verity and drags him through the mud to the lip of the Exodus door, dropping him in. With a quick piece of jerky, he tries to call the maddened hound.

Verity takes 9 Falling Damage.

Init 16
Hound stops in his tracks and stares at Davin; his head cocks to the side, and he let's out a high-pitched yelp. Just when it seems like he doesn't understand, he bolts through the mud toward the waving jerky.

Init 15
Vangg heads to the Exodus room, his stubby legs barely getting him through the dimensional opening.

Take 10 to reduce Fall damage; 2d10-7=1 Damage.

Init 14
Still flailing in puke and mud, Juugug drags himself to his feet and starts heading toward the others; but his condition makes him slow and doesn't quite make it there.

Init 12
Alex tries to heal his own injuries, but finds his body is too worn out. He moves to the edge Exodus room while looking to see who could use help.

OOC: I assume if Alex is planning to use Watergate that he isn't dropping into the Exodus room just yet?

Init 10
The transmution permeates the Wise Stone even deeper; the mud is now several feet thick and a thin layer of water spills off the side as it appears on top of the mud. Those who haven't gone thru the Exodus door (Davin, Taalgarnuk, Hound, Juugug, Alex, Mordax, Azzy)* are more stuck than ever.

The Mud is now Challenging AND Difficult. Moving through it requires an Athletics check vs a DC 17; and even then, each square costs 2 squares of movement (that is, you move at half speed if successful; and you don't move if unsuccessful). You cannot take 10 on this check.

*Everyone else is safely inside the Exodus room; the floor of which is 20 feet deep because of where Azzy cut the door
.

Next Round ...
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Post  151prooftattoos Mon Aug 17, 2009 1:40 am

Malazek wrote:OOC: I originally misread Alex's post, so went back and edited the Recap.
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Post  151prooftattoos Mon Aug 17, 2009 1:40 am

Halcyon wrote:His mind the hub of so much agony, Verity is all but overwhelmed. Fighting to regain focus, he shouts telepathically and aloud, “Get in here! Hurry!”
It's all he can manage before once again his own thoughts are lost in the din.

Diplomacy: 30, trying to aid
[Dazed]
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Post  151prooftattoos Mon Aug 17, 2009 1:40 am

Swifthand wrote:Davin: HP 81/81; AC 26 Fort 21 Ref 24 Will 23; Healing Surges=8/8, SV:20, Action Points=0 -2 To Attack!
-----------------------------------------------------------------------------------
Hound: HP 296/296; AC 23 Fort 22 Ref 20 Will 19; Healing Surges=2/2 SV:74, Action Points=1

Having coaxed his maddened dog over with the treat, Davin drops the jerky down into the Exodus Room. Hound gladly takes the bait.

Then, Davin, not nearly in as sad a shape as some of his companions, pulls his rope, throws one end to Juugug, and the leaps into the Exodus Room.

Free - Drop the Jerky into the Exodus Room
Minor - Pull Rope
Move - Throw half the rope to Juugug
Standard - Jump into the Room

Athletics=23
Athletics (to reduce damage)=19

Hound's Athletics=24
Hound's Athletics (to reduce damage)=13

-Swift
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Post  151prooftattoos Mon Aug 17, 2009 1:40 am

Malazek wrote:I was hoping more people would post, but here goes ...

Round 2 Recap and Resolution ...

Init 34
Azzy watches and waits, ready to be the fail-safe should something go terribly wrong.
Readies an Action.

Init 32
Taalgarnuk waits by the edge of the Exodus door, unable to take his eyes off the tasty morsel before him.
Delays.

Init 30
Full of torment, Mordax laments.
Delays.

Init 27
Verity mentally projects his thought, commanding the others to come to the Exodus room ... but nobody hears it.

Init 22
Weakened and exhausted, Straegis watches and waits for a chance to help his companions.
Delays.

Init 17
Davin drops the jerky into the extra-dimensional room, and gets out his rope; tossing one end to Juugug, he drops into the room with the other.

Falling Damage (2d10-9) = No Damage.

Straegis grabs the rope with Davin, adding more muscle and mass to the anchoring.

Disappointed, Taalgarnuk hops down into the Exodus room.

Init 16
Hound jumps in after the jerky, and begins devouring the tempting treat.

Falling Damage (2d10-6) = 2 Damage.

Init 15
Vangg considers his own malady, and thinks the condition might be treatable. Perhaps the ailments of the others are treatable, also?

Init 14
Juugug grabs the other end of the rope and holds on for dear life.

Init 12
Alex opens a Watergate between Mordax and the Exodus door, so the saddened warrior might get there in time. Then, the Aquamancer hops down into the room.

Athletics Check to Move = 20
Falling Damage (2d10-4) = 13 Damage
.

Mordax steps through the gate and falls into the Exodus room.

Athletics Check to Move = 28
Falling Damage (2d10-11) = No Damage
.

Init 10
The entire "Wise Stone" falls away; it's wet muddy mess flooding the chamber below. Poor Juugug swings at the end of the rope, holding on as tight as he can.

Climbing check to hold on = 17.

Azzy swoops down and grabs him by the collar of his mail, just in case Gob'in loses his grip.
_____ _____ _____ _____ _____

Round 3 ...

With the help of Azzy on one end, and Davin and Straegis at the other, the heroes get Juugug pulled up and into the room. Now, everyone is safe inside the pocket space. Of course, the room won't last forever; but right now everyone is feeling severely rough. The moment of respite is welcomed after such a dangerous incident.

OOC: You guys can stay in here for up to 8 hours, if you so choose (but you don't have to). Everyone's conditions are persistent, so leaving now might be a dangerous alternative. Whether you decide stay awhile or try to leave, just post what you're doing.
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Post  151prooftattoos Mon Aug 17, 2009 1:41 am

Swifthand wrote:Davin: HP 81/81; AC 26 Fort 21 Ref 24 Will 23; Healing Surges=8/8, SV:20, Action Points=0 -2 To Attack!
-----------------------------------------------------------------------------------
Hound: HP 294/296; AC 23 Fort 22 Ref 20 Will 19; Healing Surges=2/2 SV:74, Action Points=1

"Azzy, go find the troops and check on them! Tell them were O.K. and help them if they need it."

Safely in the Exodus Room, Davin pulls out some clean rags and a Healing Potion. First, he neatly folds one rag into a square, and then douses it in the Healing Potion. Then, after placing the compress on his injured eye, he ties the other rag around his forehead, holding it in place.

"Vanng, could you look at my eye when you have a chance?"

-Swift
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Post  151prooftattoos Mon Aug 17, 2009 1:41 am

Halcyon wrote:To Azzy he says,"Frater will tell you where you can be most helpful, listen to him. Return when you are able, preferably before this refuge disappears."

Mal wrote:Init 15
Vangg considers his own malady, and thinks the condition might be treatable. Perhaps the ailments of the others are treatable, also?

Then, "Vangg, I think we could all use a look if your up to it."

Verity spends his second wind if it's needed after (/if) Vangg makes his rounds. If Azzy's not back in a few hours, he'll begin removing his armour and stowing it in his Bag of Holding.
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Post  151prooftattoos Mon Aug 17, 2009 1:41 am

Swifthand wrote:O.O.C. - Great Idea with the Exodus Room, Verity!

-Swift
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