RolePlay onLine RPoL Logo

, welcome to What Fades Away

01:19, 5th May 2024 (GMT+0)

The Haunting of the Rose - Chapter 1, Peace of the Grave.

Posted by AuthorFor group 0
Xeela
player, 14 posts
Sun 12 Jan 2014
at 20:31
  • msg #19

Re: The Haunting of the Rose - Chapter 1, Perversion

Xeela furrowed her brows upon the strange changes in the environment. Seeing how some of the others already took their batteling positions she grabbed for her crossbow.

Initiative 23. Standing back a little, R15
Enkii
player, 19 posts
Mon 13 Jan 2014
at 06:37
  • msg #20

Re: The Haunting of the Rose - Chapter 1, Perversion

Enkii could readily sense the rise in tension amidst the rest of the group with almost animal intent, not to mention this uncanny darkness had already put him on edge. His trident's near constant display is put thusly to use as he readies it in hand...!!

Initiative 6, Enkii stands at ready behind the rest of the group, being among its two largest; if Jubei is to hold fort from the front, than he finds it fit to watch the rear and maneuver from there!
Drex
player, 53 posts
Avenger
HP:27/27 Surges:8/8 AC:18
Mon 13 Jan 2014
at 12:09
  • msg #21

Re: The Haunting of the Rose - Chapter 1, Perversion

Sensing the approaching danger Drex put his lantern down and ready his Great-Axe. Kneeling to center himself in the moment, focusing on all his senses.

Initiative 6, Drex is centered and perceptive of all around him, biding his time to take deadly action. N14 Lantern on M14
This message was last edited by the player at 06:05, Tue 14 Jan 2014.
Author
GM, 82 posts
The Storyteller
Mon 13 Jan 2014
at 20:44
  • msg #22

Re: The Haunting of the Rose - Chapter 1, Perversion

Initiative Order;
1st Xeela
2nd Decrepit Skeletons
3rd Nightmare Wraith
4th Jubei
5th Gravehounds
6th Lambent
7th Skeletal Archers
8th Phelan
9th Enkii
10th Drex


    As the adventurers pause in their journey they turn towards the dark plains to the north, in the direction Drex was facing.  Moments later half a dozen shambling, skeletal corpses intruded into the party’s twin pools of light.
  Each of these skeletal warriors was armed with an ancient, blackened longsword and a sickly green, wooden short bow.  The remains which constituted their bodies appeared to be that of long dead doola tywuar and where dressed in studded leather armour so weathered and worn that it appeared to be just barely keeping together.  Each of these skeletons carries a heavy shield, made of the same sickly green wood as their short bows and strapped to their left arm.
  Barely visible within the dark interiors of their rotted frames writhed with a faint red light, a clear sign of the foul sorceries that had conjured up these undead.
  The skeletons fan out quickly, their bows in their bony hands where already drawn as they fired Enkii and Drex.

  Decrepit Skeleton I moves from I4 to J6, then fires it’s short bow at Enkii.  Miss.
  Decrepit Skeleton II moves from J6 to I7, then fires it’s short bow at Enkii.  Miss.
  Decrepit Skeleton III moves from H7 to H8, then fires it’s short bow at Enkii.  Hit, Enkii takes 5 physical damage.
  Decrepit Skeleton IV moves from G10 to H11, then fires it’s short bow at Drex. Miss.
  Decrepit Skeleton V moves from F12 to G13, then fires it’s short bow at Drex.  Hit, Drex takes 5 physical damage.
  Decrepit Skeleton VI moves from E13 to F16, then fires it’s short bow at Drex.  Hit, Drex takes 5 physical damage.


  An eerie, ghostly presence encroaches upon the adventurers as they glimpse half-formed, shadow beasts at the edge of their vision.  Fear almost seizing their hearts as they each feel some unseen presence about them, readying itself to pounce…
  Each of you, (with the exception of Xeela this round) upon the start of your turn suffers 5 psychic damage and a -2 penalty to all your defences and saving throws until the start of your next turn.


  Following the skeletal warriors are the remains of feral hounds.  Each beast stood over 4 feet tall at its shoulders and appeared to have been stitched together with thick lumps of flesh from various beasts.  They howl and charge at Jubei and Enkii.

  Gravehound I moves from E7 to K13 then charges to M15 and attacks Jubei with Foul Bite.  Miss.
  Gravehound II moves from G4 to M10then charges to O12 and attacks Enkii with Foul Bite.  Miss.


  Far to the back of the lines formed by the skeletal warriors stood two human skeletons, both seemed more intact then the skeletal warriors and wore leather armour which was just as decayed as that of the other skeletons.  A short sword rested on flimsy belts at their sides and each held a large powerful longbow in its hands.  And with speed drew two arrows each and fired one after the other at Drex, Lambent, Phelan and Jubei.

  Skeletal Archer I attacks Lambent and Phelan with Double Shot.  Both attacks Hit, Lambent takes 20 physical damage and Phelan you take 14 physical damage as an arrow strikes each of you.
  Skeletal Archer II attacks Drex and Jubei with Double Shot.  Both attacks Hit, Drex takes 19 physical damage and Jubei you take 21 physical damage as an arrow strikes each of you.


Right, that is it for the monsters actions on the first round, please not that your actions will come in the right spot in the initiative order, so the actions of monsters after your turn or their actions after your turn may cause them to retarget someone else.  However that should be unlikely.  Keep in mind that if any monsters die before their turn then their actions are negated.

I will be the end of round summary tomorrow so you each have until then to make your actions, remember if you do not write a post with your actions you do not act.

Edit; I should note that there was now suprise round as both groups became aware of each other at about the same time.
Supplementary Edit; the darkened area is dim light and finally please, please, PLEASE! note that the initiative order determines when things happen for you all.  The monsters don't just magically act before you all.  They have an order which I wrote out before hand.  Your actions can change the results, all of this is just speculative things that COULD happen, thus why there will be an END OF ROUND SUMMARY which will determine exactly what DID happen.
This message was last edited by the GM at 22:51, Mon 13 Jan 2014.
Lambent
player, 35 posts
Mon 13 Jan 2014
at 20:55
  • msg #23

Re: The Haunting of the Rose - Chapter 1, Perversion

Wincing from the strange energy, Lambent swings his staff with one hand round to the strange wraith that came up behind him, the staff glowing with elemental fire as he tried to slam the creature with it.

18 vs Reflex to hit wraith in 0-16.
Deals 6 fire damage.


Should he hit he twists around on the heels of his feet as the momentum of the attack twirls him around as his free hand glowed with primordial flame that slams into the wraith as well

Desert Wind Flurry of blows deal an extra 6 fire damage to the wraith in 0-16.
Total damage: 12 fire damage


He readies himself for the creature to retaliate before an arrow from behind makes him fall.

-1 HP
This message was last edited by the player at 11:31, Tue 14 Jan 2014.
Xeela
player, 15 posts
Mon 13 Jan 2014
at 22:25
  • msg #24

Re: The Haunting of the Rose - Chapter 1, Perversion

Happy to have choosen a position this far in the back Xeela lifts her crossbow to fight back against the sudden attackers.

Moving to R11, then fires a Ranged basic Attack at Decrepit Skeleton I with a Sup.Crossbow. Attack roll 16. Damage 9. Also making a Perception check, 36
This message was last edited by the player at 22:44, Mon 13 Jan 2014.
Author
GM, 85 posts
The Storyteller
Mon 13 Jan 2014
at 22:49
  • msg #25

Re: The Haunting of the Rose - Chapter 1, Perversion

Xeela:
Happy to have choosen a position this far in the back Xeela lifts her crossbow to fight back against the sudden attackers.

Moving to R11, then fires a Ranged basic Attack at Decrepit Skeleton I with a Sup.Crossbow. Attack roll 16. Damage 9. Also making a Perception check, 36


  Xeela, you notice two shadow specter's hiding in the shadows cast by your companions.  Their forms are those of robed humanoids, though their bodies and clothing tapers into rags and nothingness where their would have been knees on any normal humanoid.  Their limbs are black and seemingly skeletal their hands ending in sharp claws and only a roiling mask of flickering, black smoke appears visible beneath their cowls.

  She promptly alerts her companions to their precise location.

Please note that the Nightmare Wraiths have Concealment (a -2 penalty to attack rolls against them) unless you make a DC15 Peception check (with a +4 bonus from Xeela on your check) which will negate their Concealment for you specifically.
This message was last edited by the GM at 22:55, Mon 13 Jan 2014.
Iron Jubei
player, 41 posts
Mon 13 Jan 2014
at 23:07
  • msg #26

Re: The Haunting of the Rose - Chapter 1, Perversion


"Foul abominations! I will crush you!", the hulking Kaetyma roars out, only to look rather bewildered when Xeela pointed out the spectre in his shadow. Swiftly he turns to face the creature, his axe burning with radiant light.

Perception check: 18 (forgot to add the +4 for the Xeela spotting)
Attack Roll with Virtous Strike: 20
Damage Roll with Virtous Strike: 6 radiant

Uses Divine Challenge to mark NW1
-2 attack rolls to any attacks not including Jubei. Will take 8 radiant damage on the first attack not including Jubei.

Phelan Drixos
player, 36 posts
Tue 14 Jan 2014
at 03:52
  • msg #27

Re: The Haunting of the Rose - Chapter 1, Perversion

Phelan grunted as the arrow struck him, swaying slightly at the sudden burst of pain. He shook his head and looked at his allies. Drex was down, Lambent was down. "We are not losing anyone today..." Phelan growled. He reached for one of his infusions and threw it at Lambent, revitalising the Ehuron.

Then, he took note of Xeela's alert, turning around and taking a nervous and careful step backward. He eyed the spirit, then his crossbow. Then  fired, releasing a burst of magical energy around him as he did so.

Minor Action - Healing Infusion: Curative Admixture on Lambent. Heal for Surge+3. Do NOT expend a healing surge.

Minor action - Perception Check: 25

Standard Action: Magic Weapon on NWII (IF NWII is dead THEN target NWI)
Attack roll: 14 vs AC(WHY)
Damage roll on the off chance it hits: 7 (forgot my int mod is 5)
On hit: Adjacent allies get +1 to attack rolls and +3 to damage rolls until the end of my next turn.

... Maybe I should just stick to making Heal checks. Also, if it is capable the Wraith gets an Opportunity Attack against me, remember that I get +2 to AC against it.

This message was last edited by the player at 19:09, Tue 14 Jan 2014.
Drex
player, 55 posts
Avenger
HP:27/-2 Surges:8/8 AC:18
Tue 14 Jan 2014
at 06:32
  • msg #28

Re: The Haunting of the Rose - Chapter 1, Perversion

As the third arrow hits Drex in the right lung, he slumps forward from his kneeling position. The great-axe now loosely ling in his lifeless hands.

Strength of the Wilds: triggers [5temp HP] (racial class feature)

Vital Surge (Racial Power)
Immediate reaction
Trigger: Your hitpoints are reduced to equal or lower then your bloodied value.
Effect: You immediate spend a healing surge and gain regeneration 5 + 1/2 your level until the end of the encounter, you also gain a +2 bonus to all attack and damage rolls you make until the end of your next turn.



Drex takes 5 Psychic Damage

Deep in his unconscious mind something snaps him back to the world around him. In this stat of being he thinks to him self,"I must not die not now... I Must keep..." Drex's fur glows a silver color as the arrows drop on the ground around him.

He stand up. [move action]
He quickly swallows his healing potion Healing 10 [minor action]
Perception check: 37 [non action]
Spying the shadowy Nightmare Wraiths, and the Gravehound next to him. He closes his eyes for a brief second, the holy symbol around his neck begins to glow as he Channels the Aurelian Pantheon's Divinity through him.
A burst of Divine Light radiates out from Drex, toward the closest Nightmare Wraiths [NWII]
If the Attack that Enkii preformed downs the NWII Drex will instead make Abjure Undead target GHI
.

Channel Divinity: Abjure Undead
Standard Action   Close burst 5
Target: One undead creature in burst
Attack: Wisdom vs. Will
Hit: 3d10 + Wisdom modifier radiant damage, and you pull the target a number of squares equal to 1 + your Wisdom modifier. The target is also immobilized until the end of your next turn.
Miss: Half damage, and you pull the target 1 square.


Attack roll:7
Damage: 20 (23) [full] 10 (11) [half] Radiant. Target can't be pulled no space. (bonus damage: +3 if Phelan's attack hits.)

Drex health is actually: HP: 27/19 | Surges: 8/6 | Regeneration: 5 

This message was last edited by the player at 06:25, Wed 15 Jan 2014.
Enkii
player, 20 posts
Tue 14 Jan 2014
at 22:36
  • msg #29

Re: The Haunting of the Rose - Chapter 1, Perversion

This surprise was enough to throw Enkii off his guard if only for a momentary lapse, his hiss however more angered than it was pained as that arrow pierced his scaly bulk! Those meddlesome wraiths appearing and casting such vile visions across his focus did further to incite the mighty serpent's swelling wrath as he forced the butt of his trident on the ground and calmed himself momentarily, making to regain the pieces of his debilitated focus...!

Healing Surges Spent to Activate Second Wind (Surges Remaining 6/7). Enkii's HP is restored by 6 points, bringing him back up to 21 HP total. In addition, the bonus negates the -2 penalty to all defenses until the end of the next turn. Racial Power "Vitality" is activated as well, counting this as a Minor Action.

His composure restored, or at least enough that he can maintain himself, Enkii cautiously raises his trident and shuffled in his coils, proceeding forwards with truly serpentine posture as he closes in slowly towards Nightmare Wraith II.

Move Five Feet towards NW2

He narrows his eyes and lifts his trident...!! Enkii rolled 22 using 1d20+10  for Perception Check against Concealment. Successful!

...and uses Intuitive Strike on Nightmare Wraith II!

Attack: 20 vs Will
1[W] damage. Until the start of your next turn, any ally who attacks the target and has combat advantage against it gains a +2 power bonus to the attack roll.

Enkii rolled 7 using 1d8+2. Attack Successful! 7 DMG! to NWII

This message was last edited by the GM at 08:40, Wed 15 Jan 2014.
Author
GM, 90 posts
The Storyteller
Wed 15 Jan 2014
at 09:03
  • msg #30

Re: The Haunting of the Rose - Chapter 1, Perversion

End of Round 1


  Xeela; your bolt flies true but glances off one of the shoulder bones of the skeleton.
Your attack missed although it was close.

  Jubei; your Virtous Strikes finds it’s mark and the flash of light tears through the wraith.  Which causes the wraith to shriek in agony as it is burned with divine fire.  After the glow has faded the wraith is clearly injured but half-as-much as you would otherwise have expected it to be.  Yet the nightmarish visions that the wraith had conjured up had vanished.
Drex and Lambent, you are not subject to the wraith’s aura due to Jubei’s attack negating the effect and therefore do not take 5 psychic damage nor do you take a -2 penalty to your defences.  At least for now.
  And your Divine Challenge takes effect upon the other wraith.

  Lambent; your fire blow strikes home though barely a lick of flame scorched the wraith’s ghostly robes.  Your next attack follows the first though leaves no more damage than the first upon the wraith.  Though it is quite clear now that it has taken a fair beating from both your attack’s and Jubei’s.
Just to be clear the wraith hasn’t been bloodied at this point, but it was almost bloodied.

  Phelan; your infusion restores Lambent’s frame enough to prevent the failsafe mechanism within the walkabout from triggering.
Active Perception checks are non-actions.  Please be mindful of this in future.  Carefully searching for something is a different subject.
  Though the bolt from your crossbow just misses the wraith and flies into the darkness beyond it.

  Enkii; your attack finds its mark though your blow only scratches the wraith.  However you have now flanked the creature.
Because the wraith is now flanked, Jubei and Enkii, the two of your have combat advantage against it.  Meaning you have a +2 bonus to your attack rolls against it.
The +2 weapon proficiency applies to attack rolls not the damage rolls of attacks that is what the enhancement bonus from magic items do.  So your attack damage is 5 not 7.


  Drex; restoring a portion of your life and fuelled by righteous indignation you lash out with divine power.  Even though the wraith’s raspy chuckle mocks your attempt to meet out divine justice upon it shrieks as divine fire catches it alight briefly.  Then the fire winks out an the wraith makes a terrible almost deafening noise as it screeches aloud.  Visions of their death pass through each of the nearby adventurers.
Everyone but Xeela please make a saving throw, if you score 9 or less you take 10 points of psychic damage.
  The wraith’s tattered form recovers it’s vitality as it laughs and whispers in voice that carries to each of the adventurers and seems to choke their hearts “There are no gods, only Death!”



Round 2 Begins


Initiative Order;
1st Xeela
2nd Decrepit Skeletons
3rd Nightmare Wraiths
4th Jubei
5th Gravehounds
6th Lambent
7th Skeletal Archers
8th Phelan
9th Enkii
10th Drex

The battlemap has been updated to reflect changes in position for both players and enemies.  F5/Refresh the map for the newest version if you don’t see it on the Game Map page under the appropriate slot in the drop down menu there at the bottom of the page.

  The skeletal warriors draw arrows from the quivers upon their backs and fire another volley at the adventurers.  Though the arrows find their mark, it is only Jubei’s armour which manages to deflect the arrows.
  Decrepit Skeleton I moves from J6 to K6, then fires its short bow at Xeela.  Hit, Xeela take 5 physical damage.
  Decrepit Skeleton II moves from I7 to J7, and then fires its short bow at Xeela.  Hit, Xeela take 5 physical damage.
  Decrepit Skeleton III moves from H8 to H9, and then fires its short bow at Enkii.  Hit, Enkii take 5 physical damage.
  Decrepit Skeleton IV remains at H11, and then fires its short bow at Jubei.  Misses.
  Decrepit Skeleton V remains at G13, and then fires its short bow at Jubei.  Misses.
  Decrepit Skeleton VI remains at F16, and then fires its short bow at Jubei.  Misses.


  The wraiths strike out at adventurers nearby with their terrible claws.
  Nightmare Wraith I moves from R13 to R12, Invoking an Opportunity Attack from Enki.  Then uses it’s Agonizing Touch against Xeela.  Hits, Xeela take 8 physical damage and 5 ongoing psychic damage (save ends).
Edit: Because it ignored Jubei's Divine challenge it takes 8 radiant damage and thus has it's aura negated.
  Nightmare Wraith II remains at O16, then uses its Agonizing Touch against Jubei.  Misses.

Xeela,take 5 psychic damage and suffer a -2 penalty to your defences and saving throws on the start of your turns.

  The hounds renew their attacks yet cannot find purchase upon the adventurers.
  Gravehound I remains at M15 and attacks Jubei with Foul Bite.  Misses.
  Gravehound II moves from O12 to N13 and attacks Drex with Foul Bite.  Misses.


  The skeletal archers, far at the back, and illuminated only by the dim light from the lanterns make another assault upon the part of adventurers with their great and ancient longbows.
  Skeletal Archer I remains at C3 and attacks Enkii with Longbow.  Hit, Enkii take 14 physical damage.
  Skeletal Archer II remains at B5 and attacks Jubei with Longbow.  Hit, Jubei take 8 physical damage.

This message was last edited by the GM at 20:15, Wed 15 Jan 2014.
Phelan Drixos
player, 47 posts
Wed 15 Jan 2014
at 09:53
  • msg #31

Re: The Haunting of the Rose - Chapter 1, Perversion

Phelan let out a pained yelp as the yell tore through his ears and the visions tore through his mind.

3. Well that was an awful roll. Phelan takes 5 psychic damage.

STATUS AT START: 4/23 HP, -2 All Defences, -2 Saving Throws


He looked around, eyes targeting on the gravehound that had moved up beside him. Making a quick decision, he carefully moved back to his previous position in the centre of the group.

Move action: Shift O14 > O15.

He was again next to the wraith, and breathed deeply, calling up some reserves of strength to get him through this fight.

Standard Action: Second Wind. Heal for 5. +2 to all defences until start of my next turn, thus negating the effects of the aura.

He then quietly reloaded his crossbow, watching carefully for any further actions against him.

Minor action: Reload

Having reloaded his crossbow, he frowned at the opposition, attempting to recall if he had read anything about them in his research.

Knowledge Check - Undead Creatures (Nightmare Wraiths, Skeletal Archers, Gravehounds, Decrepit Skeletons): 22!

Seeing the danger of the situation, he called upon a burst of energy to fight further, taking aim at one of the wraiths, and firing.

Action Point spent! Regain 2 hit points from Inspiring Presence.

Magic weapon targeting <SEE TARGET PRIORITY> [If NWII is alive, it gets an Opportunity Attack first]
23 vs AC
Damage: 10
On hit: Allies adjacent to me gain +1 to attack and +3 to damage rolls until the end of my next turn.

TARGET PRIORITY
1. NWII
2. NWI
3. SAI

Heal check to enable Lambent to use his Second Wind: 26!

STATUS AT END: 11/23 HP (possibly lower from Opportunity attack), -2 Saving Throws

This message was last edited by the player at 16:05, Wed 15 Jan 2014.
Lambent
player, 40 posts
Wed 15 Jan 2014
at 10:13
  • msg #32

Re: The Haunting of the Rose - Chapter 1, Perversion

Not even having a chance to rise to his feet, Lambent's mind is torn by the wraith's unholy scream as he collapses on the ground...again.

Saving Throw 6
Used Oversoul to add 1d6...rolled a 1
Total Saving Throw 7
-3 hp

Death Saving Throw 5 (strike one!)

This message was last edited by the player at 11:10, Wed 15 Jan 2014.
Drex
player, 72 posts
Avenger
HP:27/19 Surges:8/6 AC:18
Wed 15 Jan 2014
at 12:48
  • msg #33

Re: The Haunting of the Rose - Chapter 1, Perversion

Drex's [14 Saving against Physic damage]  mind is centered in the moment, ignoring any Physic distractions.

Drex gains 5Hp at start of his turn (Vital Surge racial)

Drex makes a swift decision moving to engage the Nightmare Wraith [NWII] the Gravehounds lunging after him as he moves. (From N14 to Q14 next to Q16 [move action]) His holy symbol glows once more.

Radiant Vengeance
At-Will ✦ Divine, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier radiant damage, and you gain temporary hit points equal to your Wisdom modifier.


Attack roll: 13 (14) vs. Reflex (+1 buff from Phelan if his attack hits)
Damage: 10 (13) Radiant (+3 buff from Phelan if his attack hits)
Drex gains 4 Temp Hp


Fulled with Divine Power Drex summons forth another burst of strength [Spend an Action point] gaining 2 Hp from Inspiring Presence.

Shifting through his allies (halting at  M14) and swinging his Greataxe at the Gravehound [GHI] infront of Lambent.

Angelic Alacrity
Encounter ✦ Divine, Weapon
Standard Action Melee weapon
Effect: Before the attack, you shift 1 + your Dexterity modifier of squares. Censure of Pursuit
Target: One creature
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier damage.


Attack roll: 25 (26) vs. AC (+1 buff from Phelan if his attack hits)
Damage roll: 15 (18) (+3 buff from Phelan if his attack hits)

End health: 26/27 if no Opportunity attacks hit & 4 Temp Hp.


---------------------------------------------------------------------------

If Jubei attacks the Nightmare Wraith [NWII] and kills it, Drex's attacks will change to:

Angelic Alacrity
Encounter ✦ Divine, Weapon
Standard Action Melee weapon
Effect: Before the attack, you shift 1 + your Dexterity modifier of squares. Censure of Pursuit
Target: One creature
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier damage.


Drex moves swiftly with the hounds to slow to take advantage (Ending his shift in L16) He brings down the might of his Greataxe on the Gravehound [GHI]

Attack roll: 25 (26) vs. AC (+1 buff from Phelan if his attack hits)
Damage roll: 15 (18) (+3 buff from Phelan if his attack hits)


Fulled with Divine Power Drex summons forth another burst of strength [Spend an Action point] gaining 2 Hp from Inspiring Presence.

[Minor action] Drex focus his the hatred of the vile undead on the Gravehound next to him.

Oath of Enmity
Encounter (Special) ✦ Divine
Minor Action Close burst 10
Target: One enemy you can see in burst
Effect: When you make a melee attack against the target and the target is the only enemy adjacent to you, you make two attack rolls and use either result. This effect lasts until the end of the encounter or until the target drops to 0 hit points, at which point you regain the use of this power.
If another effect lets you roll twice and use the higher result when making an attack roll, this power has no effect on that attack. If an effect forces you to roll twice and use the lower result when making an attack roll, this power has no effect on that attack either. If an effect lets you reroll an attack roll and you rolled twice because of this power, you reroll both dice.


Attacking with his Greataxe once more.

Overwhelming Strike
At-Will ✦ Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage. You shift 1 square and slide the target 1 square into the space you occupied.



Attack roll results: 7 and 13 chose 13
Attack roll: 13 (14) vs. AC (+1 buff from Phelan if his attack hits)
Damage roll: 16 (19) (+3 buff from Phelan if his attack hits)
If attack hits Drex shifts into K16 and sliding GHI into position L16


End health: 26/27 and 5 Temp Hp
This message was last edited by the player at 18:13, Wed 15 Jan 2014.
Iron Jubei
player, 46 posts
Wed 15 Jan 2014
at 13:53
  • msg #34

Re: The Haunting of the Rose - Chapter 1, Perversion

Jubei let out another roar as an arrow fired by the archers struck him in the back.

Current HP at this point 5/31
Having denied Jubei's Divine Challenge Nightmare Wraith I takes 8 radiant damage.

Badly injured through the fiendish arrow and stuck in desperate combat, the big Kaetyma grits his teeth and steels his resolve to continue fighting.

Uses standard action and spends a healing surge to trigger Second Wind regaining 11 HP and gaining +2 defense until next turn.
Also uses his action point to regain the standard action, healing 2 HP in the process.
Current HP at this point 18/31


With renewed vigor Jubei uses a Valorous Smite against the wraith.

Valorous Smite
Encounter ✦ Divine, Weapon
Standard Action        Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2 [W|+Charisma modifier damage. Each enemy within
3 squares of you is subject to your divine sanction until
the end of your next turn.


Attack roll: 18 on 1d20 + 7 (3 charisma mod, 2 profiency, 2 flanking)
Damage roll: 12 on 2d10 + 3 (3 charisma mod)
A hit will apply Divine Sanction to both Gravehounds and Nightmare Wraith II, causing 6 radiant damage if they do not include Jubei in their attacks.

After his smite Jubei turns to glare at the Gravehound stalking up behind Phelan, divine power letting it know that there will be consequences if it lashes out.

Minor action for Divine Challenge on Gravehound II.
It will take 8 radiant damage if it does not include Jubei in it's first attack.

Divine Challenge
At-Will ✦ Divine, Radiant
Minor Action           Close burst 5
Target: One creature in burst
Effect: The target is marked, and remains marked until you use this power against another target.
While marked the target takes a -2 penalty to attack rolls for any attack that does not include you as a target.  Also it takes radiant damage equal to 3 + your Charisma modifier ( + Strength modifier due to Mighty Challenge feat) the first time it makes and attack that doesn't include you as a target before the start of your next turn.


What then followed wasn't probably the most graceful move in history, but it would suffice for what it was supposed to do as the big Kaetyma leaned over to reach the prone Ehuron and a brief moment of focusing later enabled the metal to mend itself.

Turns move action into minor action and uses Lay on Hands on Lambent.

Lay on Hands
At-Will (Special) ✦ Divine, Healing
Minor Action         Melee touch
Target: One creature
Effect: You spend a healing surge but regain no hit points. Instead, the target regains hit points as if it had spent a healing surge. You must have at least one healing surgeremaining to use this power.


Healing Surges left: 11 (oh noes D: )

This message was last edited by the player at 10:47, Thu 16 Jan 2014.
Xeela
player, 21 posts
Wed 15 Jan 2014
at 15:39
  • msg #35

Re: The Haunting of the Rose - Chapter 1, Perversion

The broad doola roars as she is hit by the Wrait's attack, but tries to keep her focus, aiming for the biggest thread on the fiel, the Skeletal archers.

Health now at 21/26
Move action - moving to R9


Having a clear view at the Skeletal archer I now Xeela raises her crossbow, firing an unbalacing shot at him.

Unbalancing Shot
Encounter * Martial, Weapon
Standert Action      Ranged weapon
Target: One creature
Attack: Dexternity vs. AC
Hit: 2[W] + Dexternity modifier damage, and the target is slowed down until the end of turn.


Attack roll: 18 vs AC
Damage roll: 12


Angrily Xeela shouts to Enkii: "Get that darn Wraith off my back if you could, thankyou!"
This message was last edited by the player at 15:47, Wed 15 Jan 2014.
Enkii
player, 23 posts
Wed 15 Jan 2014
at 19:29
  • msg #36

Re: The Haunting of the Rose - Chapter 1, Perversion

Enkii rolled 5 using 1d20. Saving vs Psychic. Failed!

Whatever actions the Musadi might have been capable of making falter under the merciless assault on both his body and his mind; as another arrow adds to its tally within his chest and his eyes begin to flutter and stutter, his mighty bulk sinks down feebly upon leaning onto the butt of his trident in certain disgrace to his countenance.

As sights and sounds begin to dimmer and blot, he feels an encroaching death's numbness penetrate each of its fingers slowly throughout his body.

Curent HP -7/25

Enkii rolled 9 using 1d20. Death Save. Failed!
Author
GM, 99 posts
The Storyteller
Thu 16 Jan 2014
at 11:05
  • msg #37

Re: The Haunting of the Rose - Chapter 1, Perversion

End of Round 2

Xeela; as you make your movement invoked an opportunity attack from the wraith, which misses.  Your attack finds its mark on the skeletal archer.

Jubei; your strike hits the wraith soundly though the blow does not appear to have been as severe as you might have hoped.  After your challenge to the Gravehound you turn to Lambent and heal his metallic form.

Lambent; you wake again to find yourself on a familiar patch of dirt.

Phelan; as your reload your crossbow you recall a few details about the undead.
Undead:  Are immune to poisons and diseases being only the semblance of live rather than live itself.  They are resistant to necrotic powers and particularly vulnerable to radiant powers.  Most undead have a strong aversions to sunlight or can even be outright destroyed by it.
Nightmare Wraiths: All wraith’s are spiritual remnants created upon the death of a living being as a result of either having a powerful spirit, being killed by another wraith, possessing a strong will or due to the deceased having being under the influence of powerful emotion or magic at the moment of death.
  Nightmare Wraiths are some of the weakest form of wraiths and are believed to have been spawned from those who perished in fear.  Their powers are usually psychic in nature and they call upon the fears of others to cause pain, suffering and to even stun their victims.  They are adept ambushers and their insubstantial nature makes them rather resilient to harm.  When pressed they can even feed upon the nightmares that lurk in the hearts of the living to restore their damaged forms.  They are however particularly vulnerable to radiant energy and are debilitated by it.

  Your burst of arcane power strikes true and infuses the weapons of your surrounding companions.  The nightmare wraith before you attempts to take this opportunity to strike at your and just barely misses your small form by the width of a hair.  Though from what you now know, the insubstantial nature of the wraith means it takes only about half the damage from your attack, thus why it has been shrugging your companions blows.
The Wraith’s auras have been negated until their turn on round 4; you have no penalty to your defences.

Enkii; remains unconscious, his large form coiled up upon the road.

Drex; as you move the other Gravehound tries to bite you but misses.  Though this attack cost’s it dearly as it is struck by the divine powers Jubei had enacted upon the fiends around him dealing terrible blows to it making the hound yelp as parties of its flesh are sundered from its body.
  Thereafter your first attack finds easy purchase on the Nightmare Wraith.  Causing the thing the scream and shudder in agony as it curses at you “The darkness will swallow you!” before you shift and make your second attack upon the Gravehound and tear into it with your axe causing it to yelp and cringe in pain as well.
Congratulations Drex you just bloodied both Gravehounds.

Round 3 Begins
Xeela you are up first.
Xeela
player, 23 posts
Thu 16 Jan 2014
at 19:12
  • msg #38

Re: The Haunting of the Rose - Chapter 1, Perversion

Seeing how she got surrounded by more of the ungodly enemies, and how the mighty hulky warrior next to her collapsed, the Tywar decided it would be good to have a change of position and swiftly transported her ass to a, in her opinion more safe position.

Moving to M13
Also using the minor action for the Crossbow reload.


Then, readying another bolt in her crossbow she targetted the Skeletal archer I once more with a Deft strike.


Deft Strike
At-Will ✦ Martial, Weapon Standard Action Melee or Ranged weapon Requirement: You must be wielding a crossbow, a light blade, or a sling. Target: One creature Special: You can move 2 squares before the attack. Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier damage.


Moving further to M15, then shooting at Skeletal archer I.
Attack roll: 18 Vs. AC
Damage roll: 15


Loudly she cursed at the grup of monsters that appeared, yelling insults and dirty words at the top of her lungs.
This message was last edited by the player at 19:37, Thu 16 Jan 2014.
Author
GM, 102 posts
The Storyteller
Thu 16 Jan 2014
at 22:16
  • msg #39

Re: The Haunting of the Rose - Chapter 1, Perversion

  Xeela your bolt strikes the skeleton with a resounding crack.  The bolt knocked the skull clean off as with this blow the skeleton sags with a creak from its leather straps and collapses into a heap.  As you deftly move across the grass to cover Lambent and stand beside Jubei.

Decrepit Skeletons
  The skeletal warriors turn as one upon Xeela and fire their bows at her.  There is a swish of arrows flying fast through the air and in a moment Xeela finds three arrows having embedded themselves quire soundly in her chest.
  Decrepit Skeleton I uses it’s Shortbow attack upon Xeela.  Hits, Xeela take 5 physical damage.
  Decrepit Skeleton II uses it’s Shortbow attack upon Xeela.  Misses.
  Decrepit Skeleton III uses it’s Shortbow attack upon Xeela.  Misses.
  Decrepit Skeleton IV uses it’s Shortbow attack upon Xeela.  Hits, Xeela take 5 physical damage.
  Decrepit Skeleton V uses it’s Shortbow attack upon Xeela.  Hits, Xeela take 5 physical damage.
  Decrepit Skeleton VI uses it’s Shortbow attack upon Xeela. Misses.


Nightmare Wraiths
  With Xeela out of immediate reach the wraith that had assaulted her turns to Phelan instead.  While the other wraith reaches out to touch Jubei, although both of the adventurers avoid the wraith’s grasp.  Causing the wraiths to curse at the adventurers in anger.
  Nightmare Wraith I moves to O14 and uses it’s Agonizing Touch attack upon Phelan.  Misses.
  Nightmare Wraith II uses it’s Agonizing Touch attack against Jubei.  Misses.


The battle map has been updated to reflect these movements.
Next up is Jubei!  Followed by the Gravehounds then Lambent.

Iron Jubei
player, 57 posts
Paladin 20AC 14 otherDefs
16/31 HP 11/13 Surges
Thu 16 Jan 2014
at 22:34
  • msg #40

Re: The Haunting of the Rose - Chapter 1, Perversion

Jubei was getting rather vexed by the stoic behaviour of the wraith which just seemed to soak up his attacks as if they meant nothing. Again his weapon was coated in radiant light as he struck out at it.

Uses Standard Action to apply Virtous Strike

Virtuous Strike
At-Will ยจ Divine, Radiant, Weapon
Standard Action             Melee weapon
Target:  One creature
Attack: Charisma vs. A C
Hit: 1 [ W | + Charisma modifier radiant damage, and you
Gain a +2 bonus to saving throws until the start of your
next turn.


Attack Roll: 18
Damage Roll: 8 Radiant damage


His teeth again gritted and he let out a fierce snarl as he saw the second Nightmare Wraith approach in the corner of his eyes and stalk up behind Phelan, he wouldn't allow such transgression to go unchallenged!

Uses Minor Action to apply good ol Divine Challenge to Nightmare Wraith I.
8 Radiant damage and all.


Divine Challenge
At-Will ✦ Divine, Radiant
Minor Action           Close burst 5
Target: One creature in burst
Effect: The target is marked, and remains marked until you use this power against another target.
While marked the target takes a -2 penalty to attack rolls for any attack that does not include you as a target.  Also it takes radiant damage equal to 3 + your Charisma modifier ( + Strength modifier due to Mighty Challenge feat) the first time it makes and attack that doesn't include you as a target before the start of your next turn.

This message was last edited by the player at 08:24, Fri 17 Jan 2014.
Author
GM, 103 posts
The Storyteller
Fri 17 Jan 2014
at 08:16
  • msg #41

Re: The Haunting of the Rose - Chapter 1, Perversion

  Jubei your radiant blade cuts through the wraith.  The undead creature seems stunned.  As you challenge the other wraith before you whisper “No…”
  An eerie green glow covers the wraith as begins to cry “NO!  PLEASE NO!  I can make amends!  PLEASE!  JUST DO NOT SEND ME BACK THERE!” as the ghostly form begins to disintegrate you notice scores of disembodied green hands, as small as that of a child’s, are quickly tearing the wraith’s body apart, until the screaming stops.  And nothing of the wraith remains.

Gravehounds
  The hound between Drex and Jubei draws in a breath then exhales a sickly yellow, noxious gas between them.  The Deseekay could feel his skin tighten and crack as it felt like his hide had become too small for his body.
    Gravehound I attacks Drex and Jubei with Wretched Breath.  Hit on both Drex [Unless, Drex you have a +2 Fort that I am not aware of.] as you both take 10 poison damage.  And 5 ongoing poison damage, save ends, and you have contracted a magical disease.  Please make an Endurance Check at the start of your turn.  As you take a -2 penalty to your attack rolls from this disease.
  Gravehound II attacks Phelan with Foul Bite.  Hit, Phelan take 5 physical damage and 5 ongoing necrotic damage (save ends) and you are knocked prone.
   As the other dog tries to bite Phelan the narayah swiftly evades it.

The battle map has been updated to reflect these changes.
Next up is Lambent!

This message was last edited by the GM at 09:45, Fri 17 Jan 2014.
Phelan Drixos
player, 76 posts
Fri 17 Jan 2014
at 08:24
  • msg #42

Re: The Haunting of the Rose - Chapter 1, Perversion

"I don't think so!" The Narayah evaded the bite in a surprisingly nimble movement, becoming little more than a furr blur as he cuts around the gravehound to appear a distance behind him.

NIMBLE REVERSAL
No Action
Trigger: Attacked by a medium or larger creature in melee
Effect: Evade the attack. Shift up to three squares in the direction of the attack

Shift from O15 to L12

Lambent
player, 46 posts
HP: -3/24
Fri 17 Jan 2014
at 08:49
  • msg #43

Re: The Haunting of the Rose - Chapter 1, Perversion

Shaking his head to clear his thoughts, Lambent does not get up immediately but rather kneels to take a moment to once more centre himself before entering the fray. Feeling a little better he still takes a moment to quaff a potion as the carefully extracts the arrow from his chest. Feeling recovered he raises himself up and readies himself to keep fighting.

Standard Action: Take a Second Wind to regain 6 hp
Minor Action: Drink a potion to regain another 10 hp
Move Action: Get up from prone
HP: 22/24

Sign In