Way Down in the Hole — IC

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Fialova
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Re: Way Down in the Hole IC

Post by Fialova »

Mechanics
[SHOW]

Dungeoneering to see if Josie knows of any animals that would be good to pretend to be: 10

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Pashalik
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Re: Way Down in the Hole IC

Post by Pashalik »

mechanics
[SHOW]

13(1d20) +1 = 14 dungeoneering to know where we are

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ratwizard
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Re: Way Down in the Hole IC

Post by ratwizard »

Zhou Si
[SHOW]

Other than the usual rats, bugs, and general vermin that live around the cave network, you have heard the calls of grotto wyrms -- stout, slow-moving rock-eating monsters that carve through stone. They are as long as a person is tall, but can weigh three times as much. Their call sounds like a rasping screech, and is used as a defense mechanism.

Rajanikant
[SHOW]

You were vaguely familiar with your surroundings until Durnom took you down a turn that you had never been before. Each minute after, you felt successively further and further from where you've mined in the past. Now, you are somewhere unknown within the networks.

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Fialova
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Re: Way Down in the Hole IC

Post by Fialova »

Josie sighs as she hears the shouting from the tunnel. Not wanting to get caught, or be forced to fight with the guards if it comes to that, she quickly looks around for ideas. Seeing a small bug scurrying by the thought hits here. "Is anyone good at mimicry? We could pretend to be some sort of animal. Maybe a grotto worm, that should scare them away." She keeps here voice as low as possible to avoid detection from the other group, not wanting to give away the ruse before it even begins.

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Pashalik
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Re: Way Down in the Hole IC

Post by Pashalik »

Rajan gives Zhou Si a quick nod and gets to work. He smoothly flips his pick in his hand and presses the handle flat against the wall, then drags it roughly to create a rasping sound as he does his best to issue forth an authentic sounding worm call from the back of his throat.

mechanics
[SHOW]

9(1d20) +13 = 22 bluff to mimic worm

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ratwizard
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Re: Way Down in the Hole IC

Post by ratwizard »

Yldaren douses his torch quickly, and the rest of you follow suit while Rajan attempts mimicry. Just around the bend from the crossroads of tunnels, you crouch in the dark, waiting.

"It's a damned wyrm, Kerris," a grating voice comes from around the corner. "Just let it be."

"Sounded like people to me,"
another voice returned.

"Then clean the fucking guano out of your ears."
You stay quiet as you can for a few moments while what sounds like a wheelbarrow patrol passes. The Watchers' chatter dims and within the course of a minute, you feel they've moved on entirely.

"Close one," Durnom says, reigniting his torch with a clack of a rock on the rough wall. "Shall we keep moving?"

Vanthar nods to Rajanikant. "Nice thinking."

OOC
[SHOW]

Forgotten Cave: Alerio, Zhou Si, Rajanikant, Shakumon, Korgul, Cassandra, Durnom, Yldaren, Brelnia, Bazros, Ramis, Vanthar

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Fialova
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Re: Way Down in the Hole IC

Post by Fialova »

"Yes, let's. Before others pass through," Josie says, ready to be done with the skulking and hiding. She looks forward to the freedom ahead, and hopes that it is not much longer before she can repay this place for its atrocities by ruining it and everyone involved. "Is it much further?"

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ratwizard
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Re: Way Down in the Hole IC

Post by ratwizard »

"A bit," Durnom replies, motioning forward. You travel along for some time down the cave passage, musty air filling your nostrils from ahead. After about another quarter hour, you begin to hear the sound of water trickling. The walls -- previously streaked with rust-colored ore and metamorphic rock -- now look damp and mossy. Cracks in the sides of the passage drip, eroding thin lines down to the floor.

The cave begins to look less artificial, its rough-hewn edges turning into smoother stone from erosion. It eventually opens into a large grotto, and the air feels much more humid here. The group of you filter in, the light from your collective torches reaching the far walls and the ceiling of the cavern.

From up and to your right, a subterranean stream cascades down an incline of rock, moving across your vision and down a slope to your left. The cavern is wide enough that there seems to be space on either side of the river to make your way either uphill or downhill.

"We made it?" Ramis asks aloud, his eyes wide as he looks all around the cavern.

Durnom smiles, sniffing the air. "This dwarf's good for it." He turns to the rest of you. "We wanting to make moves downhill? At some point this stream combines with a few others and winds down the mountainside top-ground toward the Gryst."

"There's uphill, too," Yldaren notes, looking off to the right.

Brelnia nods. "Might be easier to trek the slopes. I think the area this river may spit us out has some outposts of Kelbis guards. Cave beasties makin' it out there and all."

"Uphill, and we might run into some of those creature though," Vanthar says. "Or alpine beasts, too, if we get to fresh air."

OOC
[SHOW]

Forgotten Cave: Alerio, Zhou Si, Rajanikant, Shakumon, Korgul, Cassandra, Durnom, Yldaren, Brelnia, Bazros, Ramis, Vanthar

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Fialova
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Re: Way Down in the Hole IC

Post by Fialova »

Mechanics
[SHOW]

Nature to see what Josie knows about the beasts that dwell in the caves, and any in the mountains above: 17
History to see what Josie knows of Kelbis outposts: 5

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Pashalik
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Re: Way Down in the Hole IC

Post by Pashalik »

Rajan takes a good look around the cavern, exulting in the freedom close at hand. Then he comes down for a moment at the talk of foes. "Beasts don't report the last place they saw you to other nosy guards. I say we avoid the outposts by a wide bit."

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ratwizard
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Re: Way Down in the Hole IC

Post by ratwizard »

Durnom grimaces a bit at Rajan's words. "Further from the Grystbehn, though."

"Fine with me," Brelnia replies.

"I suppose we can make it work if that's the vote," Durnom says. "I asked for help getting out of here, but I suppose I didn't specify how."

Zhou Si
[SHOW]

You know of the grotto wrym, native to this mountain range.
In addition, you recall that spider colonies are relatively typical in cave systems. Less dangerous but quite common are animals like bats, vermin, and small grubs.

Above-ground, you suspect Kelbis' mountains to have creatures ranging from snow foxes to bears.

Zhou Si knows that Kelbis has outposts along its tangible borders to protect the city against raider threats or worse, but where exactly or how they are positioned is unknown.

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Re: Way Down in the Hole IC

Post by Scratcherclaw »

"Cave beasts don't have swords or armor either," Alerio adds after Rajan as the group discusses their route. "Though neither do we, so we'd best hope we don't run into anything too dangerous."

Patting his pickaxe, he says, "I guess these pickaxes will serve nicely for now, at least. But I doubt we're going to come across a fully stocked armory around here."

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Re: Way Down in the Hole IC

Post by Fialova »

"I'm sure we would in an outpost, though," Josie replies to Alerio. "It may be best to head that way if we plan to last outside of the mines. They will notice our absence eventually, regardless of if we are spotted, so it may be best to try to escape somewhere we know we can find gear to defend ourselves."

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Re: Way Down in the Hole IC

Post by Pashalik »

Rajan cocks an eyebrow at the ghian. "There is also equipment in towns, held by people who won't try to put us in chains on sight." He watches her face for a solid moment, sizing her up. "Or are you thinking more of vengeance than escape? If we're going to go that route, Zhou Si, then we ought to be frank about it, and make our plans for that specifically."

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Re: Way Down in the Hole IC

Post by Fialova »

Can I not think of both? The woman narrows her eyes towards Rajan, not really like the accusatory tone. "I think of escape. Any revenge we'd come across along the way, while welcome, is still secondary to that. I know that there is risk, but would you rather run into people with salvageable equipment, or wyrms?"

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ratwizard
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Re: Way Down in the Hole IC

Post by ratwizard »

"We can always split paths, too," Yldaren says. "Unless we can come to an agreement."

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Re: Way Down in the Hole IC

Post by Scratcherclaw »

"We split paths and we all end up dead," Alerio responds at the elf's suggestion. "We are safer in numbers, whether we face cave beasts or Kelbis guards. The Talon thinks for a moment, unsure of the best way to proceed. And unsure if retribution is justice or something far more sinister. "Josie is right, though," he says, despite his internal conflicts. "Going up against guards may be tougher, but at least we'll have equipment, and we'll survive a hell of a lot longer with that than ill-armed and ill-prepared."

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ratwizard
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Re: Way Down in the Hole IC

Post by ratwizard »

"Sounds like it's settled then," Yldaren shrugs. "We move downhill. You have an objection, and you can try your own luck."

OOC
[SHOW]

Party formation? Here is the list:

PCs: Alerio, Zhou Si, Rajanikant, Shakumon, Korgul, Cassandra.

NPCs:
Martially Trained: Brelnia, Vanthar
Brawlers: Yldaren, Bazros
Lightweights: Durnom, Ramis

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Fialova
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Re: Way Down in the Hole IC

Post by Fialova »

Josie smiles, just slightly, at Alerio's words. It is nice to see others share my concerns. She follows after Yldaren as they begin to move downwards along the path, sticking towards the middle of the group for safety.

Mechanics
[SHOW]

Known ACs (unarmored):
Cassandra - 17
Korgul - 16
Josie - 15
Shakumon - 15
Rajan - 15
Alerio - 11

This in mind, Ideal marching order is roughly:

Front row(s) - Cassandra, Korgul, Shakumon, Brelnia, Yldaren
Middle row(s) - Rajan, Josie, Alerio?, Durnom, Ramis
Last people - Vanthar, Bazros

This way the bulk of the skilled fighters is focused more towards the front, but there are still a couple in the bank in case someone/something approaches from behind. Any objections, other PCs?

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Pashalik
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Re: Way Down in the Hole IC

Post by Pashalik »

"Fine then. Out is out. Let's move." Rajan says, taking a few steps.

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ratwizard
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Re: Way Down in the Hole IC

Post by ratwizard »

The group filters into a natural marching order as they move along the left side of the stream, downhill -- Bulk in the front, eyes in the back, with the more fragile hanging between. You walk for what seems to be a few miles with relative smooth footing underneath. Little to no chatter fills the air, only the breathing of your fellow man and the occasional skittering of vermin underfoot.

It sticks out to you that the cavern must have been eroded out over time from this river -- or those like it in the past. Mold -- blue, black, and gray in color -- stains the otherwise slick walls. It gives off a musty odor; one that is not acrid nor irritative, but more mellow, like a long-forgotten attic.

On one particular stretch, the trail slopes down the steepest it has yet, leaving the stream to cascade down an outcropping of more jagged stone. Taking more care of your tread, the several of you move slower as you pass, attention focused on not stumbling down the wet floor.

Alerio and Zhou Si recognize the clicking sound of arachnid mandibles, but a moment too late. Torches swing to, and from across the stream, a wolf-sized cave spider latches onto a stalactite. It uses its pointed abdomen to fire off a spray of its thick, adhesive webbing across the cave. Ramis falls to his knees with a shriek as the alabaster silk wraps around him not unlike a bola.

The cries of many more of these arachnid creatures sound from the cavern, crowding the air with their terrifying call. Another half-dozen appear from nooks and crannies in the far wall, climbing along the ceiling and baring their mandibles at you. And they look hungry.

((Roll initiative.))

Mechanics
[SHOW]

Spiders attack via surprise round on a lucky stealth roll that beat even the best (22) passive perception, one of them shooting web at Ramis and restraining him.

Marching Order
[SHOW]

Front row - Cassandra, Korgul, Shakumon, Brelnia, Yldaren
Middle row - Rajan, Josie, Alerio, Durnom, Ramis
Last people - Vanthar, Bazros

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Fialova
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Re: Way Down in the Hole IC

Post by Fialova »

Mechanics
[SHOW]

Initiative: 14

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Pashalik
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Re: Way Down in the Hole IC

Post by Pashalik »

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Neovenator
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Re: Way Down in the Hole IC

Post by Neovenator »

Mechanics
[SHOW]

Initiative: 6(1d20) +3 = 9

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Scratcherclaw
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Re: Way Down in the Hole IC

Post by Scratcherclaw »

Mechanics
[SHOW]

Init: 1(1d20) +1 = 2 wow thanks, el-unod

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ratwizard
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Re: Way Down in the Hole IC

Post by ratwizard »

Your attention grasped by the spiders across the stream, another pack of screeching arachnids surge to action from atop the outcropping ahead of you. One of the creatures, over twice the size as the rest, lets out a bestial cry before firing off a billowing net of web toward the several of you. Aided by two smaller ones beside it, they manage to cover Korgul with the thick organic material.

Shakumon ducks out of the way just in time, while Ramis struggles to tear the webbing from himself to no avail.

The massive arachnid stands at the edge of the rock outcropping, towering above you. It raises its forelegs in an ominous gesture, venom dripping from its mandibles.

Go: Zhou Si, Rajanikant, Vanthar, Durnom, Shakumon, Brelnia

Mechanics
[SHOW]

Cave Spider 7: Walks, shoots web at Korgul. Korgul is hit and restrained, save ends.

Cave Spider 8: Walks, shoots web at Shakumon. Misses.

Ramis: Fails save.

Cave Spider Prime: Walks, shoots web at Shakumon. Misses. Readies action.

Status
[SHOW]

22 - Cave Spider 7 | HP: -0/?? | Web Sling
22 - Cave Spider 8 | HP: -0/?? | Web Sling
19 - Ramis | HP: 1/1
18 - Cave Spider Prime | HP: -0/?? | Web Sling x1, readying action
17 - Vanthar | HP: 22/22
17 - Durnom | HP: 1/1
15 - Shakumon | HP: 42/42 | Surges: 13/13 | AP: 1/1
15 - Brelnia | HP: 37/37 | Surges: 13/13 | AP: 1/1
14 - Zhou Si | HP: 30/30 | Surges 8/8 | AP: 1/1
11 - Rajanikant | HP: 27/27 | Surges: 6/6 | AP: 1/1
10 - Cave Spider 1 | HP: -0/??
10 - Cave Spider 2 | HP: -0/??
10 - Cave Spider 3 | HP: -0/??
10 - Cave Spider 4 | HP: -0/??
10 - Cave Spider 5 | HP: -0/??
10 - Cave Spider 6 | HP: -0/??
9 - Cassandra | HP 35/35 | Surges: 10/10 | AP: 1/1
8 - Bazros | HP: 12/12
7 - Korgul | HP: 37/37 | Surges: 12/12 | AP: 1/1 | restrained (save ends)
7 - Yldaren | HP: 13/13
2 - Alerio | HP: 33/33 | Surges: 10/10 | AP: 1/1

Map
[SHOW]

Image

Map Info
[SHOW]

The blue line indicates waist-height water. Difficult terrain all within this zone.

The gold line indicates a change in elevation of 5 feet. When crossing the line, that square you enter is difficult terrain. (You must expend 10 feet of movement to move across it.)

Enemy Info
[SHOW]

Cave Spider: A wolf-sized arachnid with beady, red eyes. Its body is covered in small furry bristles and it seems to be able to traverse the cave rock with ease.

Cave Spider Prime: Over twice the size of the other spiders, this beast is twice as terrifying. It has a bit of green glow on its rear in addition to the aforementioned features.

About Pickaxes
[SHOW]

You have pickaxes, torches, and waterskins from the prison. The pickaxes can be used as a weapon which you have proficiency after using for so long. They may work as spell implements. For melee attacks, they are +2 to attack, and 1d6 plus STR or DEX (you choose) damage.

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Fialova
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Re: Way Down in the Hole IC

Post by Fialova »

Josie grips her pick tightly and looks around, surveying the scene. Why spiders? Could these caves not produce something less disgusting to attack us? She takes special interest of the larger spider off in the distance, figuring it to be the queen spider, or at least the one in charge of this small group.

"We should stick together," the woman says, standing her ground despite her initial urge to rush the nearest of the beasts. "If we scatter too much they will easily pick us off, on by one."

Mechanics
[SHOW]

delay turn until next initiative block

Combat Block
[SHOW]

Zhou Si (Josie)

Female Elf Druid 2
Languages: Amkharan, Elven, Grystok
Age: 28
Height: 5' 8"
Weight: 153 lbs.

Speed: 8
Initiative: +5
Passive Perception: 22
Passive Insight: 15
Senses: Low-light Vision

AC: 15
Fort: 12
Reflex: 16
Will: 16
HP: 30/30
Bloodied: 15
Surge Value: 7
Surges left: 8/8
Action Points: 1

MBA (human form, unarmed): +2 vs AC, 1d4+1 damage
Savage Rend (as MBA, beast form only): +5 vs Reflex, 1d8+4 damage and slide target 1 square
Grasping Claws (as MBA, beast form only): +5 vs Reflex, 1d8+4 damage and target is slowed until my EONT
Wolf Shape Secondary Power (as MBA, Wolf Shape only): +8 vs AC, 1d10+4 damage
RBA (human form, unarmed): +5 vs AC, 1d4+4 damage

Resistances: none
Vulnerabilities: none
Saves: none
Active Effects:

  • +1 speed while not in heavy armor
  • ignore difficult terrain when shifitng
  • roll stealth to hid if I have cover/concealment on initiative roll
  • +1 reach with melee staff attacks, and ranged/area implement attacks with staffs don't provoke OAs
  • +1 to attack and +2 do damage when charging in beast form
  • gain CA vs enemies with no other adjacent creatures
  • grant CA to enemies with silvered weapons

Powers:

Wolf Shape Secondary Power*
Wild Shape
Savage Rend
Magic Stones
Grasping Claws


Second Wind []
Wolf Shape []
Elven Accuracy []
Thorn Spray []
Wolf's Vitality [_]


Savage Frenzy [_]

  • this can only be used while in Wolf Shape, from the associated encounter power, not in any other beast form from Wild Shape or other sources

Consumables: none

Important Features:
[SHOW]

Class Features
Primal Predator: +1 speed when not wearing heavy armor

Ritual Casting: gain ritual casting feat, plus Animal Messenger ritual and another free level 1 ritual

Wild Shape: a bunch of stuff regarding transforming into animals, see PHB2 for full rundown of details.

Racial Features
Elven Accuracy: gain Elven Accuracy power

Elven Weapon Proficiency: gain proficiency with longbow and shortbow

Fey Origin: considered Fey for purposes of effect determined by creature origin

Wild Step: ignore difficult terrain when shifting

Wood Elf Reactive Stealth: if I have cover or concealment when rolling initiative, I can roll Stealth to hide at the same time

Theme Features
Werewolf Level 1 Feature: +2 to intimidate. Gain the Shapechanger subtype, making me subject to effects that affect shapechangers. Enemies with silvered weapons have CA against me. I am immune to the Moon Frenzy disease. Gain the Wolf Shape power.

Feat(ures)
Ritual Caster: I can master and perform rituals of my level or lower, provided I am trained in either Arcana or Religion. Each ritual also has its own associated skill I must be trained in, plus I need components. See PHB for more info.

Staff Expertise: +1 to weapon and implement attacks with staffs. Do not provoke OAs when using ranged or area implement attacks with staffs. +1 reach when performing melee attacks with staffs.

Enraged Boar Form: +1 to attack and +2 to damage when charging in beast form.

Cunning Stalker: enemies that have no creatures adjacent to them, other than me, grant me CA

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Pashalik
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Re: Way Down in the Hole IC

Post by Pashalik »

"Sweet mercy, what the-" Rajan starts. He jumps to attention and readies his magic, eddies of force swirling around his left hand.

mechanics
[SHOW]

Ready eldritch bolt to fire on the first spider to approach the group
Eldritch Bolt: +7 vs Reflex, 1d10+10 damage

Combat Block
[SHOW]

Speed: 6
Initiative: +5
Passive Perception: 11
Passive Insight: 11
Senses: Darkvision
Languages: Grystok, Common

AC: 15
Fort: 12
Reflex: 15
Will: 17
HP: 27/27
Bloodied: 13
Surge Value: 6
Surges left: 6/6
Action Points: 1

Active Effects: None

Powers:

Ranged Basic: Eldritch Bolt, +7 vs Reflex, 1d10+10 Force Damage
Melee Basic: Flesh Rend, +10 vs AC, 1d10+10 Necrotic Damage, Slide 1, and Target gets -2 to attack rolls until the start of my next turn


Second Wind []
Low Blow []
Cloud of Darkness []
Spirit Flay []
Ethereal Stride


Star Shackles [_]

Situationals
[SHOW]

Scourge of Exquisite Agony: +2 prof bonus, 1d10 damage, Reach
Flail Expertise: I can knock enemies prone instead of sliding them.
White Lotus Riposte: When an enemy you hit with an arcane at-will attack power attacks you before the start of your next turn, that enemy takes damage (of the same type the attack power deals) equal to the ability modifier to the attack powers damage.

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ratwizard
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Re: Way Down in the Hole IC

Post by ratwizard »

At the behest of the young woman, the escape party holds steady in a show of force against the encroaching spiders. The first one seen leaps from the stalactite it held on to, narrowly avoiding a bolt of dark energy from the hands of Rajan. It fires off a projectile of its own, and Yldaren manages to bat the majority of the sticky substance away with a swing of his pick.

Dropping down to the cave floor next to the group, the wolf spider sinks its fangs deep into the thigh of Brelnia as it descends. She grunts in pain and brings her pick down with force, only grazing the spider's thick, spiny protrusions.

Across the stream, the rest of the horde skitters across the ceiling just overhead. "You heard the girl," Brelnia shouts, gearing up for another swing. "Hold the damned line."

Go: Zhou Si, Cassandra, Bazros, Korgul, Yldaren, Alerio

Mechanics
[SHOW]

Zhou Si: Delays.

Rajan: Readies attack.

Vanthar: Moves, readies attack.

Durnom: Moves for cover.

Shakumon: Readies attack.

Brelnia: Activates Defender Aura and Hammer Hands. Readies attack.

Cave Spider 1: Moves, procs readied Eldritch Bolt from Rajanikant -- misses. Web Sling on Yldaren, misses. Moves, procs readied MBA from Brelnia -- misses. Bites Brelnia for 10 physical.

Cave Spider 2: Moves.

Cave Spider 3: Moves.

Cave Spider 4: Moves.

Cave Spider 5: Moves.

Cave Spider 6: Moves.

Status
[SHOW]

22 - Cave Spider 7 | HP: -0/?? | Web Sling
22 - Cave Spider 8 | HP: -0/?? | Web Sling
19 - Ramis | HP: 1/1
18 - Cave Spider Prime | HP: -0/?? | Web Sling x1, readying action
17 - Vanthar | HP: 22/22 | readying action.
17 - Durnom | HP: 1/1
15 - Shakumon | HP: 42/42 | Surges: 13/13 | AP: 1/1 | readying action.
15 - Brelnia | HP: 27/37 | Surges: 13/13 | AP: 1/1 | Defender Aura active, Hammer Hands active.
11 - Rajanikant | HP: 27/27 | Surges: 6/6 | AP: 1/1
10 - Cave Spider 1 | HP: -0/?? | Web Sling
10 - Cave Spider 2 | HP: -0/??
10 - Cave Spider 3 | HP: -0/??
10 - Cave Spider 4 | HP: -0/??
10 - Cave Spider 5 | HP: -0/??
10 - Cave Spider 6 | HP: -0/??
14 - Zhou Si | HP: 30/30 | Surges 8/8 | AP: 1/1
9 - Cassandra | HP 35/35 | Surges: 10/10 | AP: 1/1
8 - Bazros | HP: 12/12
7 - Korgul | HP: 37/37 | Surges: 12/12 | AP: 1/1 | restrained (save ends)
7 - Yldaren | HP: 13/13
2 - Alerio | HP: 33/33 | Surges: 10/10 | AP: 1/1

Map
[SHOW]

Image

Map Info
[SHOW]

The blue line indicates waist-height water. Difficult terrain all within this zone.

The gold line indicates a change in elevation of 5 feet. When crossing the line, that square you enter is difficult terrain. (You must expend 10 feet of movement to move across it.)

Enemy Info
[SHOW]

Cave Spider: A wolf-sized arachnid with beady, red eyes. Its body is covered in small furry bristles and it seems to be able to traverse the cave rock with ease.

Cave Spider Prime: Over twice the size of the other spiders, this beast is twice as terrifying. It has a bit of green glow on its rear in addition to the aforementioned features.

About Pickaxes
[SHOW]

You have pickaxes, torches, and waterskins from the prison. The pickaxes can be used as a weapon which you have proficiency after using for so long. They may work as spell implements. For melee attacks, they are +2 to attack, and 1d6 plus STR or DEX (you choose) damage.

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Neovenator
Posts: 48
Registered for: 6 years 6 months
Location: Edinburgh, UK

Re: Way Down in the Hole IC

Post by Neovenator »

"Well, I guess there wasn't much chance of an easy way out..." Cassandra growls, turning to see spiders advancing from the east. As she stomps one foot, her eyes flash a brilliant, glowing orange and her shoulder-length hair simply ignites. At a sharp gesture, a concussive blast erupts from an area on the cave ceiling over the stream, with fire in its wake.

Mechanics
[SHOW]

Standard: Vezzuvu's Eruption - Area Burst 1 vs Reflex centered on S13 (Spiders 2, 4, and 5): 13(1d20) +5 = 18; 10(1d20) +5 = 15; 6(1d20) +5 = 11

On a hit: 6(1d6) +9 = 15 thunder damage and targets are knocked prone. The zone is now difficult terrain until EOMNT and any creature ending its turn there takes 5 fire damage

Move: to W8

Combat Block
[SHOW]

Cassandra

Female Fire Elementalist
Languages: Modern Serran, Grystok, Kurnish, Common

Age: 22
Height: 5'6"
Weight: 138

Speed: 6
Initiative: +3
Passive Perception: 10
Passive Insight: 10
Senses: None

AC: 17
Fort: 16
Reflex: 14
Will: 18
HP: 35/35
Bloodied: 17
Surge Value: 8
Surges left: 10/10
Action Points: 1

MBA (unarmed): +1 vs AC, 1d4 damage
RBA (unarmed): +3 vs AC, 1d4+2 damage
RBA (Elemental Bolt, unarmed): +5 vs Reflex, 1d12+1d6+9 damage

Resistances:
None.

Vulnerabilities:
None.

Saves:
None

Active Effects:
None.

Powers:

Elemental Bolt
Ignition


Second Wind []
Vezzuvu's Eruption [X]
Dragon Breath[]
Elemental Escalation []
Spatial Trip[]


Consumables:

None.

Important Features:
[SHOW]

Racial Traits and Class or Path Features:

Class Features

Elemental Bolt: gain the use of elemental bolt, an at-will ranged attack power that can be used in place of a ranged basic attack.

Elemental Power: gain a bonus to damage rolls of arcane powers, depending on level and Constitution modifier.

Elemental Resilience: may use Constitution modifier in place of the Dexterity or Intelligence modifier bonus to AC when not wearing heavy armor.

Elemental Versatility: gain an additional sorcerer at-will attack power at 9th level and at 19th level.

Elemental Specialty (Fire): gain the ignition power, elemental bolt damage increased by 1d6

Elemental Soul (Fire): at 5th level: resist 10 fire, at 15th level: +2 bonus to saving throws against ongoing fire damage, at 23rd level: teleport up to half speed as a move action, at 25th level: resist 10 and +2 bonus to saving throws against ongoing damage for choice of either lightning or thunder

Escalating Elements: gains the use of an elemental escalation power corresponding to the choice of Elemental Specialty (fire).

Racial Features

Arcane Blood: You gain a +1 racial bonus to the damage rolls of your arcane attack powers. This bonus increases to +2 at 11th level and +3 at 21st level. This benefit replaces Dragonborn Fury.

Instinctive Flight: You gain a flight speed of 6 squares (altitude limit 1). You cannot use this fly speed if you are carrying more than a normal load. You must land at the end of your turn. This benefit replaces Draconic Heritage.

Dragon Breath (Fire): gain the dragon breath encounter power (Key Ability - Constitution)

Theme Features

Implement Proficiency: Rods

Add Language: Grystok (subbing for Primordial)

Power Selection: Vezzuvu's Eruption

Feat(ures)

Improved Defenses Cassandra gains a +1 Feat Bonus to Fort, Will, and Reflex. This increases to +2 at level 11 and +3 at level 21.

War Wizard's Expertise This expertise feat gives a +1 feat bonus to attack rolls of arcane powers and basic attacks that are made with a light blade or heavy blade. The bonus increases to +2 at 11th level and +3 at 21st level. When using an arcane attack power with a light blade or heavy blade, attack rolls on allies take a -5 penalty.

Unarmored Agility +2 feat bonus to AC while wearing either cloth armor or no armor.

Item Features:

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Fialova
Magical Liopleurodon
Posts: 4779
Registered for: 11 years 3 months
Location: The Great North
Contact:

Re: Way Down in the Hole IC

Post by Fialova »

Josie involuntarily jumps a bit at the sight of Cassandra's flaming hair, and once more at the sudden burst of flame that knocks two of the spiders into the water. She marvels for a brief second at the inferno before her eyes before deciding on a course of action.

Quickly, the woman bends down and picks up the closest three stones she can find that are large enough to do some damage. She pushes her hair out of her face, lamenting the fact that her hairpins are gone both for their intended purpose as well as the fact they made excellent throwing weapons. With a quick, silent prayer she invokes the Hound to imbue her throwing arm with its strength before launching the three small projectiles forward at the spiders remaining on the ceiling, hoping to knock the rest into the water as well.

Mechanics
[SHOW]

Standard Action: Magic Stones on Spiders 3, 5, and 6 (or whichever three are still on the ceiling if not those 3)
Attack vs Spider 3: 16 vs Reflex = hit
Hit: 8 damage and the target is pushed to (O, 15)
Attack vs Spider 5: 15 vs Reflex = hit
Hit: 8 damage and target is pushed to (Q, 13)
Attack vs Spider 6: 21 vs Reflex = hit
Hit: 7 damage and target is pushed to (T, 16)

(Due to Cunning Stalker I'd have had CA for all above rolls, so I added the 2 extra to attack in after the fact)

(Also, if any of the above three spiders are not the ones still on the ceiling, please let me know so I can substitute in the correct spiders)

Combat Block
[SHOW]

Zhou Si (Josie)

Female Elf Druid 2
Languages: Amkharan, Elven, Grystok
Age: 28
Height: 5' 8"
Weight: 153 lbs.

Speed: 8
Initiative: +5
Passive Perception: 22
Passive Insight: 15
Senses: Low-light Vision

AC: 15
Fort: 12
Reflex: 16
Will: 16
HP: 30/30
Bloodied: 15
Surge Value: 7
Surges left: 8/8
Action Points: 1

MBA (human form, unarmed): +2 vs AC, 1d4+1 damage
Savage Rend (as MBA, beast form only): +5 vs Reflex, 1d8+4 damage and slide target 1 square
Grasping Claws (as MBA, beast form only): +5 vs Reflex, 1d8+4 damage and target is slowed until my EONT
Wolf Shape Secondary Power (as MBA, Wolf Shape only): +8 vs AC, 1d10+4 damage
RBA (human form, unarmed): +5 vs AC, 1d4+4 damage

Resistances: none
Vulnerabilities: none
Saves: none
Active Effects:

  • +1 speed while not in heavy armor
  • ignore difficult terrain when shifitng
  • roll stealth to hid if I have cover/concealment on initiative roll
  • +1 reach with melee staff attacks, and ranged/area implement attacks with staffs don't provoke OAs
  • +1 to attack and +2 do damage when charging in beast form
  • gain CA vs enemies with no other adjacent creatures
  • grant CA to enemies with silvered weapons

Powers:

Wolf Shape Secondary Power*
Wild Shape
Savage Rend
Magic Stones
Grasping Claws


Second Wind []
Wolf Shape []
Elven Accuracy []
Thorn Spray []
Wolf's Vitality [_]


Savage Frenzy [_]

  • this can only be used while in Wolf Shape, from the associated encounter power, not in any other beast form from Wild Shape or other sources

Consumables: none

Important Features:
[SHOW]

Class Features
Primal Predator: +1 speed when not wearing heavy armor

Ritual Casting: gain ritual casting feat, plus Animal Messenger ritual and another free level 1 ritual

Wild Shape: a bunch of stuff regarding transforming into animals, see PHB2 for full rundown of details.

Racial Features
Elven Accuracy: gain Elven Accuracy power

Elven Weapon Proficiency: gain proficiency with longbow and shortbow

Fey Origin: considered Fey for purposes of effect determined by creature origin

Wild Step: ignore difficult terrain when shifting

Wood Elf Reactive Stealth: if I have cover or concealment when rolling initiative, I can roll Stealth to hide at the same time

Theme Features
Werewolf Level 1 Feature: +2 to intimidate. Gain the Shapechanger subtype, making me subject to effects that affect shapechangers. Enemies with silvered weapons have CA against me. I am immune to the Moon Frenzy disease. Gain the Wolf Shape power.

Feat(ures)
Ritual Caster: I can master and perform rituals of my level or lower, provided I am trained in either Arcana or Religion. Each ritual also has its own associated skill I must be trained in, plus I need components. See PHB for more info.

Staff Expertise: +1 to weapon and implement attacks with staffs. Do not provoke OAs when using ranged or area implement attacks with staffs. +1 reach when performing melee attacks with staffs.

Enraged Boar Form: +1 to attack and +2 to damage when charging in beast form.

Cunning Stalker: enemies that have no creatures adjacent to them, other than me, grant me CA

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Scratcherclaw
YUO ARE SMART
Posts: 3730
Registered for: 11 years 3 months

Re: Way Down in the Hole IC

Post by Scratcherclaw »

Alerio grumbles to himself as the spiders emerge from the darkness, annoyed that such creatures had to dwell in the caves. Why can't these caves be inhabited by rabbits or mice or something? Not one to wait around like a sitting duck, Alerio jumps into action, approaching the spider nearest to the party. With fierce determination, he swings his fist at the spider before him. He hopes the dwarven woman follows his lead so they may bring the spider down. Let El-unod's talons rip through this pathetic bug.

Mechanics
[SHOW]

Move: Shift to W10

Standard: Blessing of Wrath on Spider 1
Attack: 12(1d20) +8 = 20 vs AC = Hit?
Damage: 1(1d6) +5 = 6
Buff Brelnia +3 to damage on her next attack on Spider 1 before EOMNT

Combat Block
[SHOW]

Alerio Zavala

Male Deva Warpriest 2
Languages: Modern Serran, Old Serran, Grystok
Age: 26
Height: 6'0"
Weight: 175 lbs.

Speed: 6
Initiative: +1
Passive Perception: 21
Passive Insight: 16
Senses: Normal Vision

AC: 11
Fort: 15
Reflex: 11
Will: 17
HP: 33/33
Bloodied: 16
Surge Value: 8
Surges left: 10/10
Action Points: 1

MBA: +2 vs AC, 1d6-1 damage
RBA: +1 vs AC, 1d4 damage

Resistances:
Necrotic 6
Radiant 6
Lightning 5
Thunder 5

Vulnerabilities: None

Saves: None

Active Effects: None

Powers:

Blessing of Wrath
Storm Hammer


Second Wind []
Disciplined Counter []
Smite Undead []*
Thundering Steel []
Memory of a Thousand Lifetimes []
Healing Word [][]
Storm Surge []*
Create Water [_]


Moment of Glory []
Shield of Faith []

*Can only use one Channel Divinity power per encounter

Consumables:

None.

Important Features:
[SHOW]

Storm Domain: You gain resist 5 lightning and resist 5 thunder. In addition, when you use your healing word, the target gains a +2 power bonus to the next damage roll they make before the end of their next turn. This bonus increases to +4 at 11th level and +6 at 21st level.

Astral Majesty: You have a +1 bonus to all defenses against attacks made by bloodied creatures.

Astral Resistance: You have resistance to necrotic damage and radiant damage equal to 5 + one-half your level.

Immortal Origin: You are considered an immortal creature for the purpose of effects that relate to creature origin.

Elemental Initiate: You gain a +2 proficiency bonus with unarmed attacks, and your unarmed attack can deal 1d6 damage instead of 1d4. You also gain proficiency with ki focuses.

Mark of Storm: Whenever you hit an enemy with a thunder or lightning power, you can slide that enemy 1 square.

Flail Expertise: You gain a +1 bonus to attack rolls that you make with a flail. This bonus increases to +2 at 11th level and +3 at 21st level. In addition, when you hit with a melee weapon attack using a flail and the attack lets you slide the target, you can knock the target prone instead of sliding it.

Weapon proficiency (Triple-headed flail): You gain proficiency with Triple-headed flail.

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ratwizard
A Wan Smile
Posts: 5463
Registered for: 11 years 3 months
Location: Hellworld

Re: Way Down in the Hole IC

Post by ratwizard »

With a gust of flame, Cassandra punishes a trio of spiders that venture too close to the escape party. Their fur-like bristles sizzle at the attack and two of them release their grip on the ceiling, abseiling into stream below -- not entirely voluntarily.

Josie's keen eye allows her to slam the three stones she had gathered into a few more of the spiders. They squeal from the force of the blow, reeling back along the cave ceiling in pain. Nearby, Alerio sidles up to the spider engaged with Brelnia, delivering it a formidable strike with his bare fist. She casts him a sidelong glanced, apparently impressed. Grunting, Yldaren slams his own pick into the creature, before taking a step back to survey the scene.

From nearby, Bazros and Korgul settle into formation, ready to riposte any attack made upon them. Almost on queue, a pair of spiders flanking the alpha rush forward to attack the orcs. Korgul takes a glancing blow, unable to land a swing of his own on the enemy. Shakumon on the other hand is caught off-guard, and the spider sinks its fangs into his abdomen with terrifying haste. He moans in pain, feeling the poison course through his veins. The man chops viciously at the spider before him in a futile manner.

"Oh... Goddess above..." Ramis slides even further back, his hands raised upon his temples and his eyes wider than coins.

The massive arachnid stands upon the tip of the rocky precipice before you, launching another massive spray of webbing at the forward group. Shakumon is caught head-on, and the bulky orc goes stiff. The terrible enemy before him taps its mandibles together in preparation, moving toward him with malicious intent.

Go: Rajanikant

Mechanics
[SHOW]

Cassandra: Hit, hit, miss. Spiders 2, 4 proned and fall into the stream at their position.

Josie: Hit, hit, hit, and Spiders 3, 5, 6 are pushed. All save to not fall.

Alerio: Shift, hit. Buffs Cassia.

Bazros: Moves. Readies MBA.

Korgul: Readies MBA. Saves, is no longer webbed.

Yldaren: Hits Spider 1 for 4 damage. Shifts.

Cave Spider 7: Charges Korgul. Hits for 9 damage. Procs Korgul's readied MBA -- miss.

Cave Spider 8: Moves, charges Shakumon. Crit for 10 damage, 3 poison damage, and has ongoing 2 poison damage (save ends.) Procs Shakumon's readied MBA -- miss.

Ramis: Moves, panics.

Cave Spider Prime: Moves, shoots web at Shakumon. Hits -- Shakumon is dazed and restrained. Charges Shakumon, misses.

Status
[SHOW]

22 - Cave Spider 7 | HP: -0/?? | Web Sling
22 - Cave Spider 8 | HP: -0/?? | Web Sling
19 - Ramis | HP: 1/1
18 - Cave Spider Prime | HP: -0/?? | Web Sling x2
17 - Vanthar | HP: 22/22 | readying action.
17 - Durnom | HP: 1/1
15 - Shakumon | HP: 29/42 | Surges: 13/13 | AP: 1/1 | ongoing 2 poison damage (save ends.)
15 - Brelnia | HP: 27/37 | Surges: 13/13 | AP: 1/1 | Defender Aura active, Hammer Hands active. +3 to dmg versus Spider 1 before EONT-Alerio
11 - Rajanikant | HP: 27/27 | Surges: 6/6 | AP: 1/1
10 - Cave Spider 1 | HP: -10/?? | Web Sling
10 - Cave Spider 2 | HP: -15/?? | bloodied, prone, in water
10 - Cave Spider 3 | HP: -8/??
10 - Cave Spider 4 | HP: -15/?? | bloodied, prone, in water
10 - Cave Spider 5 | HP: -8/??
10 - Cave Spider 6 | HP: -7/??
14 - Zhou Si | HP: 30/30 | Surges 8/8 | AP: 1/1
9 - Cassandra | HP 35/35 | Surges: 10/10 | AP: 1/1
8 - Bazros | HP: 12/12 | readying attack.
7 - Korgul | HP: 28/37 | Surges: 12/12 | AP: 1/1
7 - Yldaren | HP: 13/13
2 - Alerio | HP: 33/33 | Surges: 10/10 | AP: 1/1

Map
[SHOW]

Image

Map Info
[SHOW]

The blue line indicates waist-height water. Difficult terrain all within this zone.

The gold line indicates a change in elevation of 5 feet. When crossing the line, that square you enter is difficult terrain. (You must expend 10 feet of movement to move across it.)

Enemy Info
[SHOW]

Cave Spider: A wolf-sized arachnid with beady, red eyes. Its body is covered in small furry bristles and it seems to be able to traverse the cave rock with ease.

Cave Spider Prime: Over twice the size of the other spiders, this beast is twice as terrifying. It has a bit of green glow on its rear in addition to the aforementioned features.

About Pickaxes
[SHOW]

You have pickaxes, torches, and waterskins from the prison. The pickaxes can be used as a weapon which you have proficiency after using for so long. They may work as spell implements. For melee attacks, they are +2 to attack, and 1d6 plus STR or DEX (you choose) damage.

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Pashalik
The Fair and Balanced
Posts: 292
Registered for: 11 years 3 months

Re: Way Down in the Hole IC

Post by Pashalik »

Rajan moves forward past Cassandra. As he walks, shadows coalesce around his left hand, taking shape into three black chains with sharp arrowheads at the ends. He twirls them around a couple times, but knowing he doesn't have a lot of time to practice, Rajan lashes the chains at the nearby spiders. The shadowy chains bite into the spiders' chitin, leaving deep gashes in their minds as well as their bodies.

mechanics
[SHOW]

Minor: summon scourge of exquisite agony
Move: move to V8
Standard: Spirit Flay on spider 8 and spider prime: 11(1d20) +10 = 21 vs Reflex on spider 8, 11(1d20) +10 = 21 vs reflex on spider prime.
If Hit:
Spider 8: 8(1d10) +10 = 18 Necrotic and Psychic damage and Dazed until my EONT
Spider prime: 9(1d10) +10 = 19 Necrotic and Psychic damage and Dazed until my EONT

Effect: i have partial concealment until the end of my next turn

Combat Block
[SHOW]

Speed: 6
Initiative: +5
Passive Perception: 11
Passive Insight: 11
Senses: Darkvision
Languages: Grystok, Common

AC: 15
Fort: 12
Reflex: 15
Will: 17
HP: 27/27
Bloodied: 13
Surge Value: 6
Surges left: 6/6
Action Points: 1

Active Effects: None

Powers:

Ranged Basic: Eldritch Bolt, +7 vs Reflex, 1d10+10 Force Damage
Melee Basic: Flesh Rend, +10 vs AC, 1d10+10 Necrotic Damage, Slide 1, and Target gets -2 to attack rolls until the start of my next turn


Second Wind []
Low Blow []
Cloud of Darkness [_]
Spirit Flay [x]
Ethereal Stride


Star Shackles [_]

Situationals
[SHOW]

Scourge of Exquisite Agony: +2 prof bonus, 1d10 damage, Reach
Flail Expertise: I can knock enemies prone instead of sliding them.
White Lotus Riposte: When an enemy you hit with an arcane at-will attack power attacks you before the start of your next turn, that enemy takes damage (of the same type the attack power deals) equal to the ability modifier to the attack powers damage.

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ratwizard
A Wan Smile
Posts: 5463
Registered for: 11 years 3 months
Location: Hellworld

Re: Way Down in the Hole IC

Post by ratwizard »

Summoning dark energies once-proven to the escapees, Rajanikant lashes out with his spectral flail at the massive arachnid and another closeby. The magic courses through their bodies and they wriggle violently, letting out vile screeching from the agony. Withering their frames a bit, they seem to be temporarily weakened.

Trading places with Yldaren, the human Vanthar brings his pickaxe to bear. It slams into the mandible of the spider before him, tearing it off with a spurt of gore. He issues forth a heavy boot to its several remaining eyes, sending the creature sliding back a few paces.

Struggling in the effort, Shakumon manages to tear mostly free from the thick, pliable webbing. He shrugs off the venom's effects but loses a window to counterattack. Nearby, Brelnia lets out a shout as she leans into a thunderous blow. Her pick's edge catches on the same spider that Vanthar had attacked, and its limp body sags into the wake of the stream.

With the very first of the arachnids slain, the remaining several clack their mandibles in bestial rage. They move with a frenzied panic. Two of them who had been knocked asunder into the stream now gain their footing again and fire off webbed shots of their own. The sailing web finds purchase on Brelnia and the newly-freed Shakumon, hampering them greatly. With no hesitation, two of the spiders surge forward and sink their fangs into Brelnia's abdomen and calf. She cries out in pain, venom running through her veins. The tough woman falls to a knee, growling, almost surrounded by enemies.

A couple more of the arachnids move forward now, encircling the front rows of the escapees. Yldaren steps too close to one, and his misstep is punished by a vicious series of bites to his flank. The hardened elf grits his teeth and flinches, but hardly makes a peep.

Go: Zhou Si, Cassandra, Alerio

Mechanics
[SHOW]

Rajanikant: Moves, hits x2, dazes x2. Spider 8 is bloodied.

Vanthar: Moves, crits Spider 1 for 10 damage, pushing 1 square. Spider 1 is bloodied.

Durnom: Total Defense

Shakumon: Takes 2 ongoing poison damage, misses, saves poison, saves webbed.

Brelnia: Shifts, hits and kills Spider 1.

Cave Spider 2: Surfaces (no longer prone), shoots web at Brelnia, hits.
Brelnia is restrained (save ends.) Charges Brelnia. Hits, for 6 physical damage,
1 poison, and Brelnia is takes ongoing 2 poison damage (save ends.)

Cave Spider 3: Moves, shoots web at Korgul, misses. Charges Korgul, misses.

Cave Spider 4: Surfaces (no longer prone), moves, shoots web at Shakumon, hits. Shakumin is restrained (save ends.)

Cave Spider 5: Moves, hits Brelnia for 5 physical, 4 poison, bloodying her.

Cave Spider 6: Shoots web at Yldaren, misses. Moves, hits Yldaren for 10 physical damage, bloodying him.

Status
[SHOW]

22 - Cave Spider 7 | HP: -0/?? | Web Sling
22 - Cave Spider 8 | HP: -18/?? | Web Sling, bloodied, dazed, granting CA.
19 - Ramis | HP: 1/1
18 - Cave Spider Prime | HP: -19/?? | Web Sling x2, dazed, granting CA
17 - Vanthar | HP: 22/22 | Covermaker Strike
17 - Durnom | HP: 1/1 | Total Defense
15 - Shakumon | HP: 27/42 | Surges: 13/13 | AP: 1/1 | restrained (save ends)
15 - Brelnia | HP: 11/37 | Surges: 13/13 | AP: 1/1 | Defender Aura, Hammer Hands, Ongoing 2 poison damage (save ends), restrained (save ends)
11 - Rajanikant | HP: 27/27 | Surges: 6/6 | AP: 1/1
10 - Cave Spider 1 | HP: -31/?? | dead
10 - Cave Spider 2 | HP: -15/?? | Web Sling, bloodied
10 - Cave Spider 3 | HP: -8/?? | Web Sling
10 - Cave Spider 4 | HP: -15/?? | Web Sling, bloodied
10 - Cave Spider 5 | HP: -8/??
10 - Cave Spider 6 | HP: -7/??
14 - Zhou Si | HP: 30/30 | Surges 8/8 | AP: 1/1
9 - Cassandra | HP 35/35 | Surges: 10/10 | AP: 1/1
8 - Bazros | HP: 12/12 | readying attack.
7 - Korgul | HP: 28/37 | Surges: 12/12 | AP: 1/1
7 - Yldaren | HP: 3/13 | bloodied
2 - Alerio | HP: 33/33 | Surges: 10/10 | AP: 1/1

Map
[SHOW]

Image

Map Info
[SHOW]

The blue line indicates waist-height water. Difficult terrain all within this zone.

The gold line indicates a change in elevation of 5 feet. When crossing the line, that square you enter is difficult terrain. (You must expend 10 feet of movement to move across it.)

Enemy Info
[SHOW]

Cave Spider: A wolf-sized arachnid with beady, red eyes. Its body is covered in small furry bristles and it seems to be able to traverse the cave rock with ease.

Cave Spider Prime: Over twice the size of the other spiders, this beast is twice as terrifying. It has a bit of green glow on its rear in addition to the aforementioned features.

About Pickaxes
[SHOW]

You have pickaxes, torches, and waterskins from the prison. The pickaxes can be used as a weapon which you have proficiency after using for so long. They may work as spell implements. For melee attacks, they are +2 to attack, and 1d6 plus STR or DEX (you choose) damage.

User avatar
Neovenator
Posts: 48
Registered for: 6 years 6 months
Location: Edinburgh, UK

Re: Way Down in the Hole IC

Post by Neovenator »

Seeing that the situation has become desperate, Cassandra leaps to the forefront ahead of Raj...whatever the rest of his name is, that's not important right now. Hair and fists flaring like beacons in the dark, she screams at the spiders in front of her, "TIME TO BUUUUUURRRNNN!!!!" Before the flames that begin pouring from her open mouth have even reached the arachnids in front of her, Cassandra stomps hard with one foot and fire erupts from the cave floor to the right to scorch the monsters in front of Brelnia and Shakumon. She then slips backwards out of reach of spidery mandibles.

Mechanics
[SHOW]

Move Action: to U8 (2 squares/10 feet)

Minor Action: Dragon Breath - Close Blast 3 vs Reflex against CS Prime, CS8, and CS3 (rolls in that order)

15(1d20) +9 = 24; 10(1d20) +9 = 19; 17(1d20) +7 = 24

Standard Action: Ignition augmented (Free Action) by Elemental Escalation (add CS8 to targets) - Area Burst 1 (centered on S10) vs Reflex against CS4, CS2, CS5, CS Prime, and CS8 (rolls in that order)

10(1d20) +5 = 15; 3(1d20) +5 = 8; 20(1d20) +5 = 25; 17(1d20) +7 = 24; 20(1d20) +7 = 27

Effect: Ignition creates a zone of fire that last until SOMNT. Any creature that enters the zone or ends its turn there takes 4 (my CON mod) fire damage

Free Action: Shift to X9 (Elemental Escalation)

Damage
[SHOW]

Dragon Breath: hit CS Prime, CS8, and CS3

hit damage (fire) = 2(1d6) +4 = 6

Ignition+Elemental Escalation: miss CS2, hit CS4, hit CS Prime, crit CS5, crit CS8

hit damage (fire) = 9(2d10) +9 = 18

crit damage (fire) = 29

Combat Block
[SHOW]

Cassandra

Female Fire Elementalist
Languages: Modern Serran, Grystok, Kurnish, Common

Age: 22
Height: 5'6"
Weight: 138

Speed: 6
Initiative: +3
Passive Perception: 10
Passive Insight: 10
Senses: None

AC: 17
Fort: 16
Reflex: 14
Will: 18
HP: 35/35
Bloodied: 17
Surge Value: 8
Surges left: 10/10
Action Points: 1

MBA (unarmed): +1 vs AC, 1d4 damage
RBA (unarmed): +3 vs AC, 1d4+2 damage
RBA (Elemental Bolt, unarmed): +5 vs Reflex, 1d12+1d6+9 damage

Resistances:
None.

Vulnerabilities:
None.

Saves:
None

Active Effects:
None.

Powers:

Elemental Bolt
Ignition


Second Wind []
Vezzuvu's Eruption [X]
Dragon Breath[X]
Elemental Escalation [X]
Spatial Trip[]


Consumables:

None.

Important Features:
[SHOW]

Racial Traits and Class or Path Features:

Class Features

Elemental Bolt: gain the use of elemental bolt, an at-will ranged attack power that can be used in place of a ranged basic attack.

Elemental Power: gain a bonus to damage rolls of arcane powers, depending on level and Constitution modifier.

Elemental Resilience: may use Constitution modifier in place of the Dexterity or Intelligence modifier bonus to AC when not wearing heavy armor.

Elemental Versatility: gain an additional sorcerer at-will attack power at 9th level and at 19th level.

Elemental Specialty (Fire): gain the ignition power, elemental bolt damage increased by 1d6

Elemental Soul (Fire): at 5th level: resist 10 fire, at 15th level: +2 bonus to saving throws against ongoing fire damage, at 23rd level: teleport up to half speed as a move action, at 25th level: resist 10 and +2 bonus to saving throws against ongoing damage for choice of either lightning or thunder

Escalating Elements: gains the use of an elemental escalation power corresponding to the choice of Elemental Specialty (fire).

Racial Features

Arcane Blood: You gain a +1 racial bonus to the damage rolls of your arcane attack powers. This bonus increases to +2 at 11th level and +3 at 21st level. This benefit replaces Dragonborn Fury.

Instinctive Flight: You gain a flight speed of 6 squares (altitude limit 1). You cannot use this fly speed if you are carrying more than a normal load. You must land at the end of your turn. This benefit replaces Draconic Heritage.

Dragon Breath (Fire): gain the dragon breath encounter power (Key Ability - Constitution)

Theme Features

Implement Proficiency: Rods

Add Language: Grystok (subbing for Primordial)

Power Selection: Vezzuvu's Eruption

Feat(ures)

Improved Defenses Cassandra gains a +1 Feat Bonus to Fort, Will, and Reflex. This increases to +2 at level 11 and +3 at level 21.

War Wizard's Expertise This expertise feat gives a +1 feat bonus to attack rolls of arcane powers and basic attacks that are made with a light blade or heavy blade. The bonus increases to +2 at 11th level and +3 at 21st level. When using an arcane attack power with a light blade or heavy blade, attack rolls on allies take a -5 penalty.

Unarmored Agility +2 feat bonus to AC while wearing either cloth armor or no armor.

Item Features:

Last edited by Neovenator on Fri Jan 19, 2018 7:05 pm, edited 1 time in total.
User avatar
Fialova
Magical Liopleurodon
Posts: 4779
Registered for: 11 years 3 months
Location: The Great North
Contact:

Re: Way Down in the Hole IC

Post by Fialova »

Josie cringes at the sight of her companions being mobbed, bitten, and webbed by the spiders. The sight is enough to take her thoughts off the other oddities transpiring around her, such as Rajan's shadowy flail or another burst of fire from Cassandra.

As a few of the creatures drop to the ground, freeing up the front lines a bit, the woman rushes forward. Not yet ready to show her own cards, she instead continues to rely on her surroundings. Once more invoking the hound she causes the ground to shake a bit, dropping stones from the ceiling on a few of the beasts before her, greatly hindering their ability to avoid the others. Let's see you sidestep with stones on your backs.

Mechanics
[SHOW]

Move Action: move to (U, 11)

Standard Action: Thorn Spray targeting squares from (T, 11) to (P, 7)
Attack vs Spider 2: 13 vs Fortitude = hit
Attack vs Spider 3: 14 vs Fortitude = hit
Attack vs Spider Prime: 16 vs Fortitude = hit (edited in 2 from CA)
Hit: 8 damage and each target takes a -5 penalty to all defenses until the end of my next turn.

Combat Block
[SHOW]

Zhou Si (Josie)

Female Elf Druid 2
Languages: Amkharan, Elven, Grystok
Age: 28
Height: 5' 8"
Weight: 153 lbs.

Speed: 8
Initiative: +5
Passive Perception: 22
Passive Insight: 15
Senses: Low-light Vision

AC: 15
Fort: 12
Reflex: 16
Will: 16
HP: 30/30
Bloodied: 15
Surge Value: 7
Surges left: 8/8
Action Points: 1

MBA (human form, unarmed): +2 vs AC, 1d4+1 damage
Savage Rend (as MBA, beast form only): +5 vs Reflex, 1d8+4 damage and slide target 1 square
Grasping Claws (as MBA, beast form only): +5 vs Reflex, 1d8+4 damage and target is slowed until my EONT
Wolf Shape Secondary Power (as MBA, Wolf Shape only): +8 vs AC, 1d10+4 damage
RBA (human form, unarmed): +5 vs AC, 1d4+4 damage

Resistances: none
Vulnerabilities: none
Saves: none
Active Effects:

  • +1 speed while not in heavy armor
  • ignore difficult terrain when shifitng
  • roll stealth to hid if I have cover/concealment on initiative roll
  • +1 reach with melee staff attacks, and ranged/area implement attacks with staffs don't provoke OAs
  • +1 to attack and +2 do damage when charging in beast form
  • gain CA vs enemies with no other adjacent creatures
  • grant CA to enemies with silvered weapons

Powers:

Wolf Shape Secondary Power*
Wild Shape
Savage Rend
Magic Stones
Grasping Claws


Second Wind []
Wolf Shape []
Elven Accuracy []
Thorn Spray [X]
Wolf's Vitality []


Savage Frenzy [_]

  • this can only be used while in Wolf Shape, from the associated encounter power, not in any other beast form from Wild Shape or other sources

Consumables: none

Important Features:
[SHOW]

Class Features
Primal Predator: +1 speed when not wearing heavy armor

Ritual Casting: gain ritual casting feat, plus Animal Messenger ritual and another free level 1 ritual

Wild Shape: a bunch of stuff regarding transforming into animals, see PHB2 for full rundown of details.

Racial Features
Elven Accuracy: gain Elven Accuracy power

Elven Weapon Proficiency: gain proficiency with longbow and shortbow

Fey Origin: considered Fey for purposes of effect determined by creature origin

Wild Step: ignore difficult terrain when shifting

Wood Elf Reactive Stealth: if I have cover or concealment when rolling initiative, I can roll Stealth to hide at the same time

Theme Features
Werewolf Level 1 Feature: +2 to intimidate. Gain the Shapechanger subtype, making me subject to effects that affect shapechangers. Enemies with silvered weapons have CA against me. I am immune to the Moon Frenzy disease. Gain the Wolf Shape power.

Feat(ures)
Ritual Caster: I can master and perform rituals of my level or lower, provided I am trained in either Arcana or Religion. Each ritual also has its own associated skill I must be trained in, plus I need components. See PHB for more info.

Staff Expertise: +1 to weapon and implement attacks with staffs. Do not provoke OAs when using ranged or area implement attacks with staffs. +1 reach when performing melee attacks with staffs.

Enraged Boar Form: +1 to attack and +2 to damage when charging in beast form.

Cunning Stalker: enemies that have no creatures adjacent to them, other than me, grant me CA

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Scratcherclaw
YUO ARE SMART
Posts: 3730
Registered for: 11 years 3 months

Re: Way Down in the Hole IC

Post by Scratcherclaw »

Alerio grins as he sees more of the arachnids dispatched by his comrades, but grimaces as he spots Brelnia taking heavy hits. He mumbles a quick incantation, hoping to bring strength into the dwarf. Gods protect her from these vermin. Turning, he spots Ylderen in an equally poor state. Rushing towards him and his spider adversary, he shouts, "Get to safety before you get killed!"

Turning to the spider, he invokes his god and delivers a thunderous punch, leaving the creature oozing its arachnae blood. El-unod smite you.

Mechanics
[SHOW]

Minor: Healing Word on Brelnia: 3(1d6) +9 = 12

Move: Walk to Y11

Standard: Thundering Steel on CS6
Attack: 5(1d20) +8 = 13 vs AC = Miss I'm guessing
Proc Memory of a Thousand Lifetimes
6(1d6) = 6
13+6=19=HIT
Damage: 8(2d6) +5 = 13 Thunder Damage

The next time me or an ally hits CS6 before SOMNT, it takes 3 thunder damage

Combat Block
[SHOW]

Alerio Zavala

Male Deva Warpriest 2
Languages: Modern Serran, Old Serran, Grystok
Age: 26
Height: 6'0"
Weight: 175 lbs.

Speed: 6
Initiative: +1
Passive Perception: 21
Passive Insight: 16
Senses: Normal Vision

AC: 11
Fort: 15
Reflex: 11
Will: 17
HP: 33/33
Bloodied: 16
Surge Value: 8
Surges left: 10/10
Action Points: 1

MBA: +2 vs AC, 1d6-1 damage
RBA: +1 vs AC, 1d4 damage

Resistances:
Necrotic 6
Radiant 6
Lightning 5
Thunder 5

Vulnerabilities: None

Saves: None

Active Effects: None

Powers:

Blessing of Wrath
Storm Hammer


Second Wind []
Disciplined Counter []
Smite Undead []*
Thundering Steel [X]
Memory of a Thousand Lifetimes [X]
Healing Word [X][]
Storm Surge []*
Create Water []


Moment of Glory []
Shield of Faith []

*Can only use one Channel Divinity power per encounter

Consumables:

None.

Important Features:
[SHOW]

Storm Domain: You gain resist 5 lightning and resist 5 thunder. In addition, when you use your healing word, the target gains a +2 power bonus to the next damage roll they make before the end of their next turn. This bonus increases to +4 at 11th level and +6 at 21st level.

Astral Majesty: You have a +1 bonus to all defenses against attacks made by bloodied creatures.

Astral Resistance: You have resistance to necrotic damage and radiant damage equal to 5 + one-half your level.

Immortal Origin: You are considered an immortal creature for the purpose of effects that relate to creature origin.

Elemental Initiate: You gain a +2 proficiency bonus with unarmed attacks, and your unarmed attack can deal 1d6 damage instead of 1d4. You also gain proficiency with ki focuses.

Mark of Storm: Whenever you hit an enemy with a thunder or lightning power, you can slide that enemy 1 square.

Flail Expertise: You gain a +1 bonus to attack rolls that you make with a flail. This bonus increases to +2 at 11th level and +3 at 21st level. In addition, when you hit with a melee weapon attack using a flail and the attack lets you slide the target, you can knock the target prone instead of sliding it.

Weapon proficiency (Triple-headed flail): You gain proficiency with Triple-headed flail.

User avatar
ratwizard
A Wan Smile
Posts: 5463
Registered for: 11 years 3 months
Location: Hellworld

Re: Way Down in the Hole IC

Post by ratwizard »

The cave walls are lit orange as Cassandra commands powerful flames that explode over the spider army. The smell once again finds its way to your nostrils, and their cries to your ears.

Despite the difficulty in seeing through the burning air, Josie and Alerio muster the grit to engage. A few rocks whipped from the young woman's hands slam into their targets, lowering their guards. Past her, the Serranborn sage calls down healing magic on the dwarven woman, knitting her wounds together like phantom stitches. With a powerful strike, he punishes the spider plaguing Yldaren, who slips free.

The line of orcs face off against the remaining spiders, with Korgul finding purchase with a pick to the thorax. Bazros takes a bite that makes him shudder and almost pass out, but he grunts and keeps at it. Nearby, the alpharachnid, gripped by Rajan's shadowy curse, fails to find prey in Shakumon. Amidst the din of fire and fury, a rock tossed by Ramis splashes into the water, missing its mark.

Go: Rajanikant

Mechanics
[SHOW]

Cassandra: Hits 3x, kills CS8, hits 2x, crits 2x, misses, kills CS4, CS5. Creates zone. Shifts.

Josie: Moves, hits 3x and breaks defenses.

Alerio: Moves, heals Brelnia, hits and targets CS6.

Bazros: Moves, misses.

Korgul: Crits CS7 for 11 damage.

Yldaren: Shifts, total defense.

Cave Spider 7: Bites Bazros for 9 damage.

Ramis: Throws rock, misses.

Spider Prime: Misses. Takes 4 fire damage from zone.

Status
[SHOW]

22 - Cave Spider 7 | HP: -11/?? | Web Sling
22 - Cave Spider 8 | HP: -42/?? | dead
19 - Ramis | HP: 1/1
18 - Cave Spider Prime | HP: -55/?? | Web Sling x2, dazed, granting CA, -5 penalty to defenses, bloodied.
17 - Vanthar | HP: 22/22 | Covermaker Strike
17 - Durnom | HP: 1/1 | Total Defense
15 - Shakumon | HP: 27/42 | Surges: 13/13 | AP: 1/1 | restrained (save ends)
15 - Brelnia | HP: 23/37 | Surges: 12/13 | AP: 1/1 | Defender Aura, Hammer Hands, Ongoing 2 poison damage (save ends), restrained (save ends)
11 - Rajanikant | HP: 27/27 | Surges: 6/6 | AP: 1/1
10 - Cave Spider 1 | HP: -31/?? | dead
10 - Cave Spider 2 | HP: -23/?? | Web Sling, bloodied, -5 to defenses
10 - Cave Spider 3 | HP: -22/?? | Web Sling, bloodied, -5 to defenses
10 - Cave Spider 4 | HP: -33/?? | dead
10 - Cave Spider 5 | HP: -37/?? | dead
10 - Cave Spider 6 | HP: -20/?? | bloodied, takes 3 thunder damage from next hit.
14 - Zhou Si | HP: 30/30 | Surges 8/8 | AP: 1/1
9 - Cassandra | HP 35/35 | Surges: 10/10 | AP: 1/1
8 - Bazros | HP: 3/12 | bloodied.
7 - Korgul | HP: 28/37 | Surges: 12/12 | AP: 1/1
7 - Yldaren | HP: 3/13 | bloodied, total defense.
2 - Alerio | HP: 33/33 | Surges: 10/10 | AP: 1/1

Map
[SHOW]

Image

Map Info
[SHOW]

The blue line indicates waist-height water. Difficult terrain all within this zone.

The gold line indicates a change in elevation of 5 feet. When crossing the line, that square you enter is difficult terrain. (You must expend 10 feet of movement to move across it.)

Enemy Info
[SHOW]

Cave Spider: A wolf-sized arachnid with beady, red eyes. Its body is covered in small furry bristles and it seems to be able to traverse the cave rock with ease.

Cave Spider Prime: Over twice the size of the other spiders, this beast is twice as terrifying. It has a bit of green glow on its rear in addition to the aforementioned features.

About Pickaxes
[SHOW]

You have pickaxes, torches, and waterskins from the prison. The pickaxes can be used as a weapon which you have proficiency after using for so long. They may work as spell implements. For melee attacks, they are +2 to attack, and 1d6 plus STR or DEX (you choose) damage.

User avatar
Pashalik
The Fair and Balanced
Posts: 292
Registered for: 11 years 3 months

Re: Way Down in the Hole IC

Post by Pashalik »

Focusing all his attention on the alpha spider, Rajan sends his chains lashing out again. The shadowy weapons wrap themselves around the place where the spider's head meets its body, and dig in cruelly.

mechanics
[SHOW]

Standard: Flesh Rend vs Spider Prime: 8(1d20) +12 = 20 vs AC, 8(1d10) +10 = 18 necrotic damage, prone, -2 to attack rolls until start of my next turn. And white lotus riposte effect on it, too.

If it dies:
Convocation of Shadow: If Rajan reduces an enemy to 0hp, or an enemy adjacent to him is reduced to 0hp, he gains insubstantial and phasing until the end of his next turn.

Combat Block
[SHOW]

Speed: 6
Initiative: +5
Passive Perception: 11
Passive Insight: 11
Senses: Darkvision
Languages: Grystok, Common

AC: 15
Fort: 12
Reflex: 15
Will: 17
HP: 27/27
Bloodied: 13
Surge Value: 6
Surges left: 6/6
Action Points: 1

Active Effects: None

Powers:

Ranged Basic: Eldritch Bolt, +7 vs Reflex, 1d10+10 Force Damage
Melee Basic: Flesh Rend, +10 vs AC, 1d10+10 Necrotic Damage, Slide 1, and Target gets -2 to attack rolls until the start of my next turn


Second Wind []
Low Blow []
Cloud of Darkness [_]
Spirit Flay [x]
Ethereal Stride


Star Shackles [_]

Situationals
[SHOW]

Scourge of Exquisite Agony: +2 prof bonus, 1d10 damage, Reach
Flail Expertise: I can knock enemies prone instead of sliding them.
White Lotus Riposte: When an enemy you hit with an arcane at-will attack power attacks you before the start of your next turn, that enemy takes damage (of the same type the attack power deals) equal to the ability modifier to the attack powers damage.
Convocation of Shadow: If Rajan reduces an enemy to 0hp, or an enemy adjacent to him is reduced to 0hp, he gains insubstantial and phasing until the end of his next turn.

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ratwizard
A Wan Smile
Posts: 5463
Registered for: 11 years 3 months
Location: Hellworld

Re: Way Down in the Hole IC

Post by ratwizard »

Letting out a final screech of agony, the massive arachnid is split asunder from Rajan's spectral flail. It spews a torrent of gore and venom from its gut, splashing across Brelnia and Shakumon. They grunt from the pain, but stand their ground.

Vanthar shouts out to Alerio, sliding forward and bringing his pick down atop his prey. As it connects, the arachnid seizes from a passing spark -- leftover magic from Alerio. Vanthar hefts his pickaxe back over his shoulder after wresting it free from the lifeless spider.

Likely cautious from most of its allies falling, one of the remaining arachnids slips free from Korgul's reach and bounds across the ceiling to escape.

Go: Zhou Si, Cassandra, Alerio

Mechanics
[SHOW]

Rajan: Kills Prime, becomes insubstantial, phased. Prime explodes, dealing 10 poison damage to Shakumon and Brelnia.

Vanthar: Shifts, hits CS6, procs thundermark, kills.

Durnom: Total Defense

Shakumon: Fails save

Brelnia: Hits and kills CS2. Fails save, Saves web.

CS3: Shifts, moves.

Status
[SHOW]

22 - Cave Spider 7 | HP: -11/?? | Web Sling
22 - Cave Spider 8 | HP: -42/?? | dead
19 - Ramis | HP: 1/1
18 - Cave Spider Prime | HP: -73/?? | dead
17 - Vanthar | HP: 22/22 | Covermaker Strike
17 - Durnom | HP: 1/1 | Total Defense
15 - Shakumon | HP: 17/42 | Surges: 13/13 | AP: 1/1 | restrained (save ends) | bloodied
15 - Brelnia | HP: 13/37 | Surges: 12/13 | AP: 1/1 | Defender Aura, Hammer Hands, Ongoing 2 poison damage (save ends), restrained (save ends), bloodied
11 - Rajanikant | HP: 27/27 | Surges: 6/6 | AP: 1/1 | insubstantial, phased
10 - Cave Spider 1 | HP: -31/?? | dead
10 - Cave Spider 2 | HP: -31/?? | dead
10 - Cave Spider 3 | HP: -22/?? | Web Sling, bloodied, -5 to defenses
10 - Cave Spider 4 | HP: -33/?? | dead
10 - Cave Spider 5 | HP: -37/?? | dead
10 - Cave Spider 6 | HP: -25/?? | dead
14 - Zhou Si | HP: 30/30 | Surges 8/8 | AP: 1/1
9 - Cassandra | HP 35/35 | Surges: 10/10 | AP: 1/1
8 - Bazros | HP: 3/12 | bloodied.
7 - Korgul | HP: 28/37 | Surges: 12/12 | AP: 1/1
7 - Yldaren | HP: 3/13 | bloodied, total defense.
2 - Alerio | HP: 33/33 | Surges: 10/10 | AP: 1/1

Map
[SHOW]

Image

Map Info
[SHOW]

The blue line indicates waist-height water. Difficult terrain all within this zone.

The gold line indicates a change in elevation of 5 feet. When crossing the line, that square you enter is difficult terrain. (You must expend 10 feet of movement to move across it.)

Enemy Info
[SHOW]

Cave Spider: A wolf-sized arachnid with beady, red eyes. Its body is covered in small furry bristles and it seems to be able to traverse the cave rock with ease.

Cave Spider Prime: Over twice the size of the other spiders, this beast is twice as terrifying. It has a bit of green glow on its rear in addition to the aforementioned features.

About Pickaxes
[SHOW]

You have pickaxes, torches, and waterskins from the prison. The pickaxes can be used as a weapon which you have proficiency after using for so long. They may work as spell implements. For melee attacks, they are +2 to attack, and 1d6 plus STR or DEX (you choose) damage.

User avatar
Scratcherclaw
YUO ARE SMART
Posts: 3730
Registered for: 11 years 3 months

Re: Way Down in the Hole IC

Post by Scratcherclaw »

Alerio grits his teeth as the death of the mega-arachnid covers his allies in its toxic goo, though he breathes a sigh of relief that it's finally slain. His relief is further cemented as Vanthar cleaves into the spider before them, bringing its life to a swift end. Justice is swift for those who wrong us.

With only one spider brave enough to remain behind, the Talon rushes toward it, spouting a quick incantation and imbuing his bare fists with the power of the Eagle God. Not even these caves are safe from El-unod's wrath, creature he thinks to himself as he strikes the eight-legged beast with his energized fists. He lets out an invigorated grunt, hoping to boost his allies' morale and bring this spider down.

Mechanics
[SHOW]

Move: Walk to T7

Minor: Storm Surge on self
The next time I make a damage roll for a melee weapon attack before EOMNT, I deals 4 extra lightning damage

Standard: Blessing of Wrath on CS7
Attack: 6(1d20) +8 = 14 vs AC = Hit
Damage: 3(1d6) +5 = 8 + 4 extra lightning damage
Whichever ally attacks CS7 gains a +3 bonus to their damage roll against it

Ready Action: Disciplined Counter
If CS7 misses me with a melee attack, I make a counter attack (+8 vs Ref, 1d6 dmg) and slide it up to 2 square. It then grants a CA until EOMNT

Combat Block
[SHOW]

Alerio Zavala

Male Deva Warpriest 2
Languages: Modern Serran, Old Serran, Grystok
Age: 26
Height: 6'0"
Weight: 175 lbs.

Speed: 6
Initiative: +1
Passive Perception: 21
Passive Insight: 16
Senses: Normal Vision

AC: 11
Fort: 15
Reflex: 11
Will: 17
HP: 33/33
Bloodied: 16
Surge Value: 8
Surges left: 10/10
Action Points: 1

MBA: +2 vs AC, 1d6-1 damage
RBA: +1 vs AC, 1d4 damage

Resistances:
Necrotic 6
Radiant 6
Lightning 5
Thunder 5

Vulnerabilities: None

Saves: None

Active Effects: None

Powers:

Blessing of Wrath
Storm Hammer


Second Wind []
Disciplined Counter []
Smite Undead []*
Thundering Steel [X]
Memory of a Thousand Lifetimes [X]
Healing Word [X][]
Storm Surge [X]*
Create Water [_]


Moment of Glory []
Shield of Faith []

*Can only use one Channel Divinity power per encounter

Consumables:

None.

Important Features:
[SHOW]

Storm Domain: You gain resist 5 lightning and resist 5 thunder. In addition, when you use your healing word, the target gains a +2 power bonus to the next damage roll they make before the end of their next turn. This bonus increases to +4 at 11th level and +6 at 21st level.

Astral Majesty: You have a +1 bonus to all defenses against attacks made by bloodied creatures.

Astral Resistance: You have resistance to necrotic damage and radiant damage equal to 5 + one-half your level.

Immortal Origin: You are considered an immortal creature for the purpose of effects that relate to creature origin.

Elemental Initiate: You gain a +2 proficiency bonus with unarmed attacks, and your unarmed attack can deal 1d6 damage instead of 1d4. You also gain proficiency with ki focuses.

Mark of Storm: Whenever you hit an enemy with a thunder or lightning power, you can slide that enemy 1 square.

Flail Expertise: You gain a +1 bonus to attack rolls that you make with a flail. This bonus increases to +2 at 11th level and +3 at 21st level. In addition, when you hit with a melee weapon attack using a flail and the attack lets you slide the target, you can knock the target prone instead of sliding it.

Weapon proficiency (Triple-headed flail): You gain proficiency with Triple-headed flail.

User avatar
Fialova
Magical Liopleurodon
Posts: 4779
Registered for: 11 years 3 months
Location: The Great North
Contact:

Re: Way Down in the Hole IC

Post by Fialova »

Seeing as one of the spiders tries to flee, and both looking near death, Josie once more reaches for some loose stones on the ground and chucks them at the remaining arachnids. Both seem to hit their mark perfectly, reducing the group's remaining foes to motionless heaps along with the other corpses.

Mechanics
[SHOW]

Standard Action: Magic Stones on two remaining spiders
Attack vs Spider 3: 21 vs Reflex = hit
Hit: 7 damage and the target is pushed to (O, 13) and presumably dies.
Attack vs Spider 7: 22 vs Reflex = hit
Hit: 7+3=10 damage and the target is pushed to (S, 5) and presumably dies.

Combat Block
[SHOW]

Zhou Si (Josie)

Female Elf Druid 2
Languages: Amkharan, Elven, Grystok
Age: 28
Height: 5' 8"
Weight: 153 lbs.

Speed: 8
Initiative: +5
Passive Perception: 22
Passive Insight: 15
Senses: Low-light Vision

AC: 15
Fort: 12
Reflex: 16
Will: 16
HP: 30/30
Bloodied: 15
Surge Value: 7
Surges left: 8/8
Action Points: 1

MBA (human form, unarmed): +2 vs AC, 1d4+1 damage
Savage Rend (as MBA, beast form only): +5 vs Reflex, 1d8+4 damage and slide target 1 square
Grasping Claws (as MBA, beast form only): +5 vs Reflex, 1d8+4 damage and target is slowed until my EONT
Wolf Shape Secondary Power (as MBA, Wolf Shape only): +8 vs AC, 1d10+4 damage
RBA (human form, unarmed): +5 vs AC, 1d4+4 damage

Resistances: none
Vulnerabilities: none
Saves: none
Active Effects:

  • +1 speed while not in heavy armor
  • ignore difficult terrain when shifitng
  • roll stealth to hid if I have cover/concealment on initiative roll
  • +1 reach with melee staff attacks, and ranged/area implement attacks with staffs don't provoke OAs
  • +1 to attack and +2 do damage when charging in beast form
  • gain CA vs enemies with no other adjacent creatures
  • grant CA to enemies with silvered weapons

Powers:

Wolf Shape Secondary Power*
Wild Shape
Savage Rend
Magic Stones
Grasping Claws


Second Wind []
Wolf Shape []
Elven Accuracy []
Thorn Spray [X]
Wolf's Vitality []


Savage Frenzy [_]

  • this can only be used while in Wolf Shape, from the associated encounter power, not in any other beast form from Wild Shape or other sources

Consumables: none

Important Features:
[SHOW]

Class Features
Primal Predator: +1 speed when not wearing heavy armor

Ritual Casting: gain ritual casting feat, plus Animal Messenger ritual and another free level 1 ritual

Wild Shape: a bunch of stuff regarding transforming into animals, see PHB2 for full rundown of details.

Racial Features
Elven Accuracy: gain Elven Accuracy power

Elven Weapon Proficiency: gain proficiency with longbow and shortbow

Fey Origin: considered Fey for purposes of effect determined by creature origin

Wild Step: ignore difficult terrain when shifting

Wood Elf Reactive Stealth: if I have cover or concealment when rolling initiative, I can roll Stealth to hide at the same time

Theme Features
Werewolf Level 1 Feature: +2 to intimidate. Gain the Shapechanger subtype, making me subject to effects that affect shapechangers. Enemies with silvered weapons have CA against me. I am immune to the Moon Frenzy disease. Gain the Wolf Shape power.

Feat(ures)
Ritual Caster: I can master and perform rituals of my level or lower, provided I am trained in either Arcana or Religion. Each ritual also has its own associated skill I must be trained in, plus I need components. See PHB for more info.

Staff Expertise: +1 to weapon and implement attacks with staffs. Do not provoke OAs when using ranged or area implement attacks with staffs. +1 reach when performing melee attacks with staffs.

Enraged Boar Form: +1 to attack and +2 to damage when charging in beast form.

Cunning Stalker: enemies that have no creatures adjacent to them, other than me, grant me CA

User avatar
ratwizard
A Wan Smile
Posts: 5463
Registered for: 11 years 3 months
Location: Hellworld

Re: Way Down in the Hole IC

Post by ratwizard »

Together, Alerio and Zhou Si manage to bring down the two remaining arachnids with energized fists and skilled tosses. The beasts shrivel in place, unmoving. The cavern is quiet once again, save for the labored breathing from many of you.

"Fuck," Brelnia manages, spitting on the floor and wiping her mouth with her ragged tunic.

Short Rest?

Mechanics
[SHOW]

Alerio: Moves, buffs, hits, bloodies, readies counterattack.

Zhou Si: Hits 2x, kills 2x.

Status
[SHOW]

19 - Ramis | HP: 1/1
17 - Vanthar | HP: 22/22 |
17 - Durnom | HP: 1/1 | Total Defense
15 - Shakumon | HP: 17/42 | Surges: 13/13 | AP: 1/1 | bloodied
15 - Brelnia | HP: 11/37 | Surges: 12/13 | AP: 1/1 | bloodied
11 - Rajanikant | HP: 27/27 | Surges: 6/6 | AP: 1/1
14 - Zhou Si | HP: 30/30 | Surges 8/8 | AP: 1/1
9 - Cassandra | HP 35/35 | Surges: 10/10 | AP: 1/1
8 - Bazros | HP: 3/12 | bloodied
7 - Korgul | HP: 28/37 | Surges: 12/12 | AP: 1/1
7 - Yldaren | HP: 3/13 | bloodied
2 - Alerio | HP: 33/33 | Surges: 10/10 | AP: 1/1

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Pashalik
The Fair and Balanced
Posts: 292
Registered for: 11 years 3 months

Re: Way Down in the Hole IC

Post by Pashalik »

Rajan stares at the dead spider for a moment, pleasantly surprised at the effectiveness of his newfound power. The shadowy chains slink back up his sleeve silently. "Fuck." he agrees.

mechanics
[SHOW]

Short rest, restore encounter powers. Dismiss scourge.

Combat Block
[SHOW]

Speed: 6
Initiative: +5
Passive Perception: 11
Passive Insight: 11
Senses: Darkvision
Languages: Grystok, Common

AC: 15
Fort: 12
Reflex: 15
Will: 17
HP: 27/27
Bloodied: 13
Surge Value: 6
Surges left: 6/6
Action Points: 1

Active Effects: None

Powers:

Ranged Basic: Eldritch Bolt, +7 vs Reflex, 1d10+10 Force Damage
Melee Basic: Flesh Rend, +10 vs AC, 1d10+10 Necrotic Damage, Slide 1, and Target gets -2 to attack rolls until the start of my next turn


Second Wind []
Low Blow []
Cloud of Darkness []
Spirit Flay []
Ethereal Stride [_]


Star Shackles [_]

Situationals
[SHOW]

Scourge of Exquisite Agony: +2 prof bonus, 1d10 damage, Reach
Flail Expertise: I can knock enemies prone instead of sliding them.
White Lotus Riposte: When an enemy you hit with an arcane at-will attack power attacks you before the start of your next turn, that enemy takes damage (of the same type the attack power deals) equal to the ability modifier to the attack powers damage.
Convocation of Shadow: If Rajan reduces an enemy to 0hp, or an enemy adjacent to him is reduced to 0hp, he gains insubstantial and phasing until the end of his next turn.

Last edited by Pashalik on Wed Feb 07, 2018 9:59 pm, edited 1 time in total.
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Fialova
Magical Liopleurodon
Posts: 4779
Registered for: 11 years 3 months
Location: The Great North
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Re: Way Down in the Hole IC

Post by Fialova »

As the adrenaline wears off, Josie leans back against the wall of the cave and surveys the area where the fighting had just taken place. Not my first pick for monsters, but at least they were quickly dispatched.

"You all fought well," she responds, trying to maintain a cool demeanor despite the blood still pumping rapidly in her veins. "It is nice to know that everyone can hold their own. At least, most everyone," she adds shooting a quick glance towards Ramis.

Mechanics
[SHOW]

Short Rest: regain encounter powers

Combat Block
[SHOW]

Zhou Si (Josie)

Female Elf Druid 2
Languages: Amkharan, Elven, Grystok
Age: 28
Height: 5' 8"
Weight: 153 lbs.

Speed: 8
Initiative: +5
Passive Perception: 22
Passive Insight: 15
Senses: Low-light Vision

AC: 15
Fort: 12
Reflex: 16
Will: 16
HP: 30/30
Bloodied: 15
Surge Value: 7
Surges left: 8/8
Action Points: 1

MBA (human form, unarmed): +2 vs AC, 1d4+1 damage
Savage Rend (as MBA, beast form only): +5 vs Reflex, 1d8+4 damage and slide target 1 square
Grasping Claws (as MBA, beast form only): +5 vs Reflex, 1d8+4 damage and target is slowed until my EONT
Wolf Shape Secondary Power (as MBA, Wolf Shape only): +8 vs AC, 1d10+4 damage
RBA (human form, unarmed): +5 vs AC, 1d4+4 damage

Resistances: none
Vulnerabilities: none
Saves: none
Active Effects:

  • +1 speed while not in heavy armor
  • ignore difficult terrain when shifitng
  • roll stealth to hid if I have cover/concealment on initiative roll
  • +1 reach with melee staff attacks, and ranged/area implement attacks with staffs don't provoke OAs
  • +1 to attack and +2 do damage when charging in beast form
  • gain CA vs enemies with no other adjacent creatures
  • grant CA to enemies with silvered weapons

Powers:

Wolf Shape Secondary Power*
Wild Shape
Savage Rend
Magic Stones
Grasping Claws


Second Wind []
Wolf Shape []
Elven Accuracy []
Thorn Spray []
Wolf's Vitality [_]


Savage Frenzy [_]

  • this can only be used while in Wolf Shape, from the associated encounter power, not in any other beast form from Wild Shape or other sources

Consumables: none

Important Features:
[SHOW]

Class Features
Primal Predator: +1 speed when not wearing heavy armor

Ritual Casting: gain ritual casting feat, plus Animal Messenger ritual and another free level 1 ritual

Wild Shape: a bunch of stuff regarding transforming into animals, see PHB2 for full rundown of details.

Racial Features
Elven Accuracy: gain Elven Accuracy power

Elven Weapon Proficiency: gain proficiency with longbow and shortbow

Fey Origin: considered Fey for purposes of effect determined by creature origin

Wild Step: ignore difficult terrain when shifting

Wood Elf Reactive Stealth: if I have cover or concealment when rolling initiative, I can roll Stealth to hide at the same time

Theme Features
Werewolf Level 1 Feature: +2 to intimidate. Gain the Shapechanger subtype, making me subject to effects that affect shapechangers. Enemies with silvered weapons have CA against me. I am immune to the Moon Frenzy disease. Gain the Wolf Shape power.

Feat(ures)
Ritual Caster: I can master and perform rituals of my level or lower, provided I am trained in either Arcana or Religion. Each ritual also has its own associated skill I must be trained in, plus I need components. See PHB for more info.

Staff Expertise: +1 to weapon and implement attacks with staffs. Do not provoke OAs when using ranged or area implement attacks with staffs. +1 reach when performing melee attacks with staffs.

Enraged Boar Form: +1 to attack and +2 to damage when charging in beast form.

Cunning Stalker: enemies that have no creatures adjacent to them, other than me, grant me CA

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Scratcherclaw
YUO ARE SMART
Posts: 3730
Registered for: 11 years 3 months

Re: Way Down in the Hole IC

Post by Scratcherclaw »

Alerio breathes a sigh of relief as the final arachnids are dispatched and the cavern once again falls silent. Taking a knee, he regains his breath and mumbles a quick prayer to his god. "Thank you, El-unod, for watching over us as we fought these vile vermin. They tasted your talons and faced their justice."

Propping himself back up, the Talon nods in agreement with Josie, saying, "Yes, all fought well. It's refreshing to know, should we run into any more cave beasts on our trek, though I pray we don't."

Mechanics
[SHOW]

Short rest: regain encounter powers

Combat Block
[SHOW]

Alerio Zavala

Male Deva Warpriest 2
Languages: Modern Serran, Old Serran, Grystok
Age: 26
Height: 6'0"
Weight: 175 lbs.

Speed: 6
Initiative: +1
Passive Perception: 21
Passive Insight: 16
Senses: Normal Vision

AC: 11
Fort: 15
Reflex: 11
Will: 17
HP: 33/33
Bloodied: 16
Surge Value: 8
Surges left: 10/10
Action Points: 1

MBA: +2 vs AC, 1d6-1 damage
RBA: +1 vs AC, 1d4 damage

Resistances:
Necrotic 6
Radiant 6
Lightning 5
Thunder 5

Vulnerabilities: None

Saves: None

Active Effects: None

Powers:

Blessing of Wrath
Storm Hammer


Second Wind []
Disciplined Counter []
Smite Undead []*
Thundering Steel []
Memory of a Thousand Lifetimes []
Healing Word [][]
Storm Surge []*
Create Water [_]


Moment of Glory []
Shield of Faith []

*Can only use one Channel Divinity power per encounter

Consumables:

None.

Important Features:
[SHOW]

Storm Domain: You gain resist 5 lightning and resist 5 thunder. In addition, when you use your healing word, the target gains a +2 power bonus to the next damage roll they make before the end of their next turn. This bonus increases to +4 at 11th level and +6 at 21st level.

Astral Majesty: You have a +1 bonus to all defenses against attacks made by bloodied creatures.

Astral Resistance: You have resistance to necrotic damage and radiant damage equal to 5 + one-half your level.

Immortal Origin: You are considered an immortal creature for the purpose of effects that relate to creature origin.

Elemental Initiate: You gain a +2 proficiency bonus with unarmed attacks, and your unarmed attack can deal 1d6 damage instead of 1d4. You also gain proficiency with ki focuses.

Mark of Storm: Whenever you hit an enemy with a thunder or lightning power, you can slide that enemy 1 square.

Flail Expertise: You gain a +1 bonus to attack rolls that you make with a flail. This bonus increases to +2 at 11th level and +3 at 21st level. In addition, when you hit with a melee weapon attack using a flail and the attack lets you slide the target, you can knock the target prone instead of sliding it.

Weapon proficiency (Triple-headed flail): You gain proficiency with Triple-headed flail.

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ratwizard
A Wan Smile
Posts: 5463
Registered for: 11 years 3 months
Location: Hellworld

Re: Way Down in the Hole IC

Post by ratwizard »

Ramis looks away with a face of shame at Josie's words, holding the pickaxe awkwardly between his hands.

"Figured we might have one of us carried off by those damned things," Yldaren says through gritted teeth, having torn off a strip of his garb to bandage a wound.

Brelnia smirks. "Maybe you. My plans for life run deeper than being spider food."

After taking some time to patch up wounds, catch your breath, and shake off your anxiety, the group of you begin to move once again. Using the cavern stream as a guide, you move for another half-hour or so before the terrain begins to ease into dirt and grit. "Light," Vanthar notes ahead, pointing at a glimmer cascading down a damp rock-face.

The pace of the prisoners picks up, and within moments you are nearly blinded by the glaring gaze of Ganoltir's sun. Durnom smiles, holding a hand in front of his eyes while they adjust. "Fair deal. We've both got what we wanted."

The mouth of the cave is nestled in the foothills of the mountain, and you currently face north. The hilly terrain before you blocks most of your view currently, but you can catch glimpses of the land some distance away. The walls of Kelbis peek through to the left, built against the mountain and stretching north into the valley.

In front of you and to your right, you can tell large fields of grain stretch some miles out, a few orchards dotting the otherwise patterned farms. Above, the sun is nearing its apex, and the sky is void of all but a few splotches of airy clouds. It is warm, but not unbearably so.

Mechanics
[SHOW]

Short rest, players and NPCs heal up.

Party
[SHOW]

Forgotten Cave Threshold: Alerio, Zhou Si, Rajanikant, Shakumon, Korgul, Cassandra, Durnom, Yldaren, Brelnia, Bazros, Ramis, Vanthar

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Fialova
Magical Liopleurodon
Posts: 4779
Registered for: 11 years 3 months
Location: The Great North
Contact:

Re: Way Down in the Hole IC

Post by Fialova »

Josie takes a deep breath followed by a sigh of relief. The sight of the sun is a welcome one, as is the warmth of its rays beating down on her skin. "I didn't know if I'd ever see the outside again, let alone so soon," the woman says, thinking aloud.

She gazes off into the distance, first towards Kelbis, then the fields of freedom ahead. Her first thought is of her comrades in the abolitionist movement, but she quickly pushes that aside. "I suppose we've all got things we want to do and places to go, but before we part ways we should acquire some means of protection. Wouldn't do for us to each venture out into the wilderness alone and unarmed."

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Scratcherclaw
YUO ARE SMART
Posts: 3730
Registered for: 11 years 3 months

Re: Way Down in the Hole IC

Post by Scratcherclaw »

Alerio grins as he is able to see the expansive sky once more, deeply breathing the no-longer-stagnant air around him. I've yearned to spread my wings again for so long. And now I can. At the Ghian woman's comments, the Talon nods. "Yes. We won't get very far out there like this. A lion or hyena will be a lot harder to put down than a spider."

Glancing back into the cave, Alerio remarks, "Let's hope it takes them awhile to notice our absence."

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