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No. 701
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Sureiya strikes with the spirit's guidance, but fumbles and the blade misses its mark.
With a loud, crackling sound, the storm-like aura of the tempest collapses. Sureiya is knocked off his feet and left in a daze, but barely manages to dodge the elemental lashing out with fire. Michael, however, feels his feet suddenly feel quite heavy... almost as if they were becoming stone. The tempest unleashes another pair of elemental blasts, this time striking Sureiya with fire and setting the half-orc alight, but Michael manages to resist the strong wind gust that had blown Torinn off his feet earlier.
Sariel levels her orb and attempts to assail the tempest with illusionary assailants, but the elemental's mind is too strong and shrugs off its effects. Annoyed, the eladrin casts Light on the nearby dragonborn's armor.
Sureiya's melee basic attack misses the chaotic tempest. http://invisiblecastle.com/roller/view/2914682/
Chaotic tempest's void blast hits Sureiya. Sureiya is dazed (save ends) and knocked prone.
Chaotic tempest's ignite misses Sureiya.
Chaotic tempest's break hits Michael, and he is slowed (save ends).
Chaotic tempest spends an action point!
Chaotic tempest's ignite hits Sureiya for 9 fire damage and ongoing 5 fire damage (save ends).
Chaotic tempest's gust of wind misses Michael.
Sariel's illusionary ambush misses chaotic tempest.
Sariel casts Light on Torinn's armor.
Turn Order (Initiative)
Sureiya (anon-kun) 23
Michael Silversteel (Hideling) 23-Delayed
Arcane Ballista 4 (Enemy) 21
Myn Nthelsyr (George) 19
Torinn Tormine (Astaroth) 16
"Bernkastel" (Bernkastel) 21-Delayed
Arcane Ballista 2 (Enemy) 12
Chaotic Tempest (Enemy) 10
Sariel (Liliane) 5-1
Arcane Ballista 1 (Enemy) 3
Players
Myn Nthelsyr (George): (N-46) 29/38 HP + 4 Temporary HP, Darkspiral Aura 5, Concealment
Michael Silversteel (Hideyoshi): (J-48) 30/35 HP +3 Temporary HP, slowed (save ends)
"Bernkastel" (Bernkastel): (N-44) 27/38 HP
Torinn Tormine (Astaroth): (P-46) 35/44 HP, Light
Sariel (Liliane): (M-47) 29/30 HP
Sureiya (Anonkun): (H-54) 28/40 HP, dazed (save ends), prone, ongoing 5 fire damage (save ends)
Spirit Companion (Bernkastel): (J-53)
Elemental Spirit (Bernkastel): (M-44) Grants adjacent allies +1 to all defenses
Roth (Sariel): (M-47) (Passive Mode)
Sunrod (Sureiya): (L-51) Sunrod
The Enemy
Chaotic Tempest (G/H-55/56) -50 HP, Cursed (Myn), Quarry (Sureiya)
Arcane Ballista 1 (K/L-31/32) -10 HP, Cursed (Myn) DEACTIVATED
Arcane Ballista 2 (F/G-19/20) -42 HP (Bloodied), Cursed (Myn) DEACTIVATED
Arcane Ballista 4 (M/N-37/38) -2 HP DEACTIVATED
Minion of Fire 1 (E-22) DEAD
Minion of Fire 2 (G-20, elevation 4) DEAD
Minion of Fire 3 (G-27) DEAD
Minion of Fire 4 (P-34) DEAD
Minion of Fire 5 (G-29, elevation 2) DEAD
Minion of Fire 6 (M-46) DEAD
Minion of Ice 1 (H-19) DEAD
Minion of Ice 2 (H-28) DEAD
Minion of Ice 3 (B-31) DEAD
Minion of Ice 4 (G-29) Cursed (Myn) DEAD
Minion of Ice 5 (L-34) DEAD
Minion of Ice 6 (G-28) DEAD
Minion of Ice 7 (N-46) Cursed (Myn) DEAD
Suppression Device 1 (J-8) -37 HP DESTROYED
Suppression Device 2 (M-25)
Suppression Device 3 (F-28) DEACTIVATED
Minion of Earth 1 (G-12) DEAD
Minion of Earth 2 (I-25) DEAD
Minion of Earth 3 (G-30) DEAD
Minion of Earth 4 (J-31) Cursed (Myn) DEAD
Minion of Earth 5 (M-36) Cursed (Myn) DEAD
Minion of Earth 6 (M-40) DEAD
Minion of Earth 7 (O-46) DEAD
Notes
Suppression Device: They are hidden in circular spots in the ground that are very difficult to spot (DC 21 Perception). They activate whenever a living creature moves close enough to the device to be within its range. There are a few countermeasures to these devices:
Disarming them using thievery skills (DC 14) Takes a standard action, and you must be adjacent to the device itself.
Powering through the aura (make a DC 21 Endurance check as part of a move action to pass through the aura without being slowed).
Attacking the device to destroy it (immune to attacks that target Will defense).
Arcane Ballistae: Arcane ballistae are large, animate constructs use as weapon by mages. Arcane ballistae are often used as automated guards for key areas in old dungeons where powerful mages dwell. One can take command of a ballista if he or she possesses the proper skill (moving into an adjacent square and succeeding on a DC 22 Thievery or Arcana check allows you to take control of the ballista, attempting such a check is a standard action). The ballista will then act only on its master's command as long as the new master remains next to the ballista.
Minion of fire's flame burst creates a zone that lasts until the end of the encounter, and deals 5 fire damage to a creature the first time in a round they begin their turn in the zone or enter the zone.
Minion of ice's iced terrain causes enemies that move through the zone to make a DC 15 acrobatics check. Failure means the creature falls prone at the end of its move.
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