Touch of Madness [4e] [IC] [Paging Insight, Walking Dad, Erekose13]
Nestled along the Chill river lies the town of Wellspring, an old town with alot of history, but the key focus of the towns history lies in the center of the town's square. A massive statue to Estered stands here, today is a holy day to Ioun, some say today was the day that Ioun's saint Estered assended to join Her Divine Knowledge.
Pilgrims have come from far and wide to worship Her today, they crowd into the square, near the ancient vine covered temple and the statue. It's been raining since before dawn this morning, a light slow drizzle but it's afternoon now and hasn't driven away the pilgrims.
Some pilgrims pray, others simple look on in awe at the temple or statue. Along the edge of the square merchants hawk food, and "artifacts"
Kyriel and Sharun talk as they watch over the pilgrams while standing near the temple.
Baden makes his way through the crowd trying to get to the temple
Darek nearly bumps into Gruk who is leaving the Tavern as Darek is about to enter.
Baern comes around the corner into the noisy square looking for the tavern.
At this moment a scream rings out, then another. Then a chorus of screams fill the square. Many of the pilgrims begin to run. As you look in the direction of the screams you see four beaked brains trailing barbed tentacles come to hover above the square's occupants. A constable lunges at one, and the creature quickly pulls him off his feet, tearing him apart in a shower of gore. At the moment the largest creature speaks in a foul tongue.
Deep Speech
"The Tear is near! Find it! Search wood and stone, blood and bone."
OOC
Welcome to the game, I wanted to get this started you can still finish up your background stuff though.
Walking along taking in the sights Sharun suddenly stops and snaps his eyes toward the strange creatures, and racks his brain to try to remember what they are as he steps his right, under the tree, and prepares to fight them.
Rolls
Initiative : 1d20+5 → [10,5] = (15), Link
Knowledge (Dungeoneering) to Identify the Aberrations : 1d20+4 → [13,4] = (17), Link
Stat Block
Sharundabald Abizandabar- Tiefling Psion 10
Passive Perception: 21, Passive Insight: 19
AC:23, Fort:16, Ref:22, Will:22 -- Speed: 6 (7 when Bloodied)
HP:58/58, Bloodied:29, Surge Value:14, Surges Per-Day 6/6
Initiative +5 Action Points: 0, Second Wind: Not Used
Powers, Inherent:
At Will : Melee Basic Attack, Ranged Masic Attack, Memory Hole, Betrayal, Force Grasp
Encounter : Infernal Wrath, Distract, Send Thoughts, Intellect Fortress, Eyebite
Daily : Mental Trauma, Crisis of Identity, Mind Shadow, Sensory Onslaught, Intellect Leech
Powers, Item:
At Will : Mage Hand, Prestidigitation
Daily : Ghost Phase, +2 Power Bonus next Int Attack, Wildrunners, Obsidian Steed
Always Active : Cloak of Disortion (-5 to hit him for ranged attacks greater than 5 squares away)
Powers, Item: Daily: Battleforged Heavy Shield, Righteous Craghammer +2 Properties: Cloak of the Walking Wounded (Can expend 2 healing surges instead of one when using second wind when bloodied), Rushing Cleats (+2 attack to Bull Rush, +1 square to his pushes or slides)
__________________ He knows the score... he gets the women... and he kills the bad guy. If you hire him to kill the bad guy... better make damn sure the bad guy isn't you! EN World Community Supporter
Currently running "In the Shadow of Giants" [OOC] | [IC] | [RG]
Last edited by Insight; 10th July 2009 at 07:35 AM..
Phaeryn walks past the inn, surrupticiously aiming to enter quietly when he sees the disturbance across the courtyard. Those humans will be a problem, scattering across the field of battle. he thinks to himself having already decided that the extraplanar creatures were enemies that needed dealing with.
Baden is scanning the crowd ahead, planning his path through it to the temple, when the creatures appear and the constable is torn asunder.
As soon as those things are finished with the locals they'll be coming after us. Best to be proactive, I think . . . Besides, killing them might earn me some goodwill here that could help me land my next job.
As he begins walking calmly toward the ruckus, the exotic looking man draws a gray bladed rapier in his left hand and a hand crossbow in his right - loading the crossbow one handed with the surety of long practice - takes careful aim and looses a bolt. A suit of dark leathers flicks into place around him, covering the fine clothing he was wearing to the temple.
Kyriel's expression turned from one of placid enjoyment to one of abject dismay when she saw what was happening. "No!" she exclaimed, and even in her distress her voice was silvery and hung in the air for a moment after she was done talking, as if it at loathe to let them fade.
Galvanized to action, the deva rushed forward, throwing her plain brown cassock open and its hood back to reveal her long lavender hair flowing behind her, and her blue-tinted face with flashing eyes, and a glimpse of her statuesque shape clad in a thin, plain dress. But then light coalesced around her, dazzlingly bright, and when it faded an instant later she was girded in silvery mail with links so fine that it seemed almost like liquid poured over her, with oversized pauldrons wrought like roaring lion's heads and a skirt of overlapping plates that reached her knees. A white tabard with gold trim emblazoned with the sigil of Ioun overlaid it all, magnificent in the force of its simplicity.
The avenging angel lifted her staff as the glare of her armor's arrival faded, and there was another flash; this time a solid bar of light that for an instant connected her staff at the closest monster, bright enough to leave an afterimage when onlookers blinked.
(Initiative is 14, it's the first roll but I forgot to include the level bonus. Hee.)
(Convert standard to move, then double move straight north to D24. Use Minor action to summon armor. Cash in Action Point to regain standard. Using Sun Strike on Grell 4. To hit: 30, damage 9 and slide Grell away from people 1 sq) Roll Lookup
Encounter Blades of Astral Fire
Chains of Carceri
Baleful Eye of Judgement
Memory of 1000 Lifetimes (Racial)
Channel Divinity: (Class)
- Preserver's Rebuke
- Rebuke Undead
Demand Justice
Viper Belt (Item)
Daily Summon Angel of Fire.
Searing Orb
Fourfold Invocation of Doom
Shroud of Warning
Mass Cure Light Wounds (Multiclass feat)
Healing Word (Multiclass feat)
Yes I guess I should have caled for actions but I wanted to get the order down first.
On, and the people count as difficult terrain.
Dungeoneering DC10
You recogize the aberant creatures as Grell.
Dungeoneering DC15
Grell are typically solitary, malicious hunters that detest sunlight and prefer to lurk underground. They float silently though the air and like to descend from above, entangling their prey in venomous tenticles. It would be unusually for them to be out in the open like this and working together.
I need actions for Phaeryn and Sharun.
Gurk moves first with obvious detirmination. coming along side the building to the right.
The beast closest to the pilgrams lashes out at a woman cutting her open at the midsection in a show of gore.
Sharun walks forward six paces while drawing his Orb from the pouch hanging at his side and staring intently at one of the Grell. He mutters aloud to himself while he walks, "What are Grell doing here, and together. There must be something pushing them to be here.", then he turns to Kyriel and says, "Can you understand them? I think it's Deep Speech but I've not had a chance to learn that.". He then reaches his mind to the nearest Grell and mentally blasts it, hoping to prevent him from attacking any more of the pilgrims.
Sharundabald Abizandabar- Tiefling Psion 10
Passive Perception: 21, Passive Insight: 19
AC:23, Fort:16, Ref:22, Will:22 -- Speed: 6 (7 when Bloodied)
HP:58/58, Bloodied:29, Surge Value:14, Surges Per-Day 6/6
Initiative +5 Action Points: 0, Second Wind: Not Used
Powers, Inherent:
At Will : Melee Basic Attack, Ranged Masic Attack, Memory Hole, Betrayal, Force Grasp
Encounter : Infernal Wrath, Distract, Send Thoughts, Intellect Fortress, Eyebite
Daily : Mental Trauma, Crisis of Identity, Mind Shadow, Sensory Onslaught, Intellect Leech
Powers, Item:
At Will : Mage Hand, Prestidigitation
Daily : Ghost Phase, +2 Power Bonus next Int Attack, Wildrunners, Obsidian Steed
Always Active : Cloak of Disortion (-5 to hit him for ranged attacks greater than 5 squares away)
Phaeryn moves to B27
Grell 1 spots Gurk and Phaeryn with blindsight alerting the others them moves to -E18
Grell 4 moves to B25 and attacks Gurk (rolls 30 vs. Fort) 16 damage and Gurk is grabbed. It attempts to bite but misses (rolled 16 vs. AC)
Sharun moves to L24, Mental Trauma on Grell 4 hits.
I'm gonna keep Kyriel's action as is becuase it releases Gurk from grab, tell me if you want to change it.
Grell 4 is at A24
Baden is now at O23, his attack missed.
Ok, I won't be able to update the map till tonight, and it'll probably be needed so you can tell where the pilgrims run to. Darek can give me actions before then though, as can Gurk, and anyone who would like to get a head start in for round 2's actions.
Phaeryn surges forward with incredable speed joining Gurk beside the building near the Grell,
One of the grell near the rear turns it's eyeless head toward Gurk and Phaeryn.
Deep Speech
"There, half-orc and thing, not alive, they approach"
It then moves forward and picking up another pilgrim before slinging the worshiper's lifeless body to the ground like a ragdoll.
The closest Grell moves alongside Gurk tangling him up in it's tenticles before attempting to bite him but missing.
Sharun moves forward with detirmination and reaches into the creatures mind with a punishing attack.
Kyriel moves forward and attacks in a flashly way. The blast knocks the creature back freeing Gurk from the tangles.
Baden pushes forward and fires his crossbow at the closest Grell but misses.
The Grell in the rear generates a ball of lightning and hurls it into the crowd killing and injuring people
Sharun frowns with annoyance at the Grell throwing lightning, steps closer to the Grell he attacked before and sends another mental blast.
OOC
Move Action : Move 6 squares closer to Grell4
Standard Action : Force Grasp : 1d20+15 → [4,15] = (19) to Hit, 1d8+9 → [2,9] = (11) +5 from vulnerable = 16 Damage and it's Immobilized till the end of my next turn.
Unless one of the Grell is within 4 squares of the Grell that tossed the lightning. If one is, I instead use a 2 pt augmented Betrayal to slide that Grell 4 squares and force it to do a melee basic attack against the lightning Grell, which it gets a +4 bonus to attack and damage on.
Stat Block
Sharundabald Abizandabar- Tiefling Psion 10
Passive Perception: 21, Passive Insight: 19
AC:23, Fort:16, Ref:22, Will:22 -- Speed: 6 (7 when Bloodied)
HP:58/58, Bloodied:29, Surge Value:14, Surges Per-Day 6/6
Initiative +5 Action Points: 0, Second Wind: Not Used
Powers, Inherent:
At Will : Melee Basic Attack, Ranged Masic Attack, Memory Hole, Betrayal, Force Grasp
Encounter : Infernal Wrath, Distract, Send Thoughts, Intellect Fortress, Eyebite
Daily : Mental Trauma, Crisis of Identity, Mind Shadow, Sensory Onslaught, Intellect Leech
Powers, Item:
At Will : Mage Hand, Prestidigitation
Daily : Ghost Phase, +2 Power Bonus next Int Attack, Wildrunners, Obsidian Steed
Always Active : Cloak of Disortion (-5 to hit him for ranged attacks greater than 5 squares away)
Ok, here is updated map, Pilgrims are scattering everywhere just trying to get away from the grell, you can move through their squares but it counts as difficult terrain.
Powers, Item: Daily: Battleforged Heavy Shield, Righteous Craghammer +2 Properties: Cloak of the Walking Wounded (Can expend 2 healing surges instead of one when using second wind when bloodied), Rushing Cleats (+2 attack to Bull Rush, +1 square to his pushes or slides)
__________________ He knows the score... he gets the women... and he kills the bad guy. If you hire him to kill the bad guy... better make damn sure the bad guy isn't you! EN World Community Supporter
Currently running "In the Shadow of Giants" [OOC] | [IC] | [RG]
Last edited by Insight; 11th July 2009 at 06:29 AM..
Phaeryn changes his stance, focusing on the movement of blades and circles around the Grell and moves in behind it. With a strong punch he connects with the force of a sword.
Baern sings in a low voice, spirits of cold and winter gather around his totem. The fly toward the grell, helping the bear spirit to teleport. Best moving to the other resistance pockets, Baern thinks and does.
Baden takes quick stock of the situation, noting that a group of 'capable' people are gathering to resist the creature he shot at and another 'capable' person appears to be isolated against a second creature, he moves to help the isolated man (Baern).
As he moves he reloads his crossbow and fires off another shot.