[Adventure] Artemis' Pact

JoeNotCharles

First Post
OOC: EDIT: nevermind, just noticed that it has a resistance to your other attack, so Winged Horde actually is your best option...

Instead, since we took such a long break I'll remind you that one of you is carrying a vial of magic water that may be useful.
 
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Someone

Adventurer
raceportshardmind.png


Shale proyects his thoughts on Artemis, confident in that the creature won't have the means to detect the message

I'd suggest throwing it, actually
 

JoeNotCharles

First Post
"GRAAH!" the patron screams in frustration. "You are of no account, insect, but I will spare the time to grind you beneath my chains and silence your annoying buzzing!" It jumps down from its perch and begins crossing the cavern floor towards Gil - but it finds the chains that hold it aloft acting strangely. Static sparks flash up and down them, jumping between the chains and the mote, causing them to jerk wildly with every movement. It lurches a few feet but is unable to move too far from the mote. A chain lashes out towards Gil but falls fall short; in frustration, the chained cambion throws up its arm and makes a fist, and red-hot chains erupt from the floor all around him. He jerks away as the red-hot metal touches his flesh, but does not take serious damage. One of the chains also lashes against Shale, nearby, leaving a red mark on his hide which seems to do him no harm whatsoever.

Farmer Bob continues his terrified flight around the outside edge of the cavern, over the rickety bridge and down a narrow flight of steps, his feet slipping through a patch of moss, and then across a ledge. Without slowing he leaps off the ledge, landing awkwardly on the next level of the cavern floor, and then regains his balance and heads for the large flight of steps leading to the cave's lowest point. But he cuts too close to the northernmost vortex, and he suddenly finds the floor twisting beneath him and his steps heading into a tunnel to nowhere. He stops and looks back, his face twisted in terror, but now the floor beneath his feet has become a wall and he is tumbling sideways into space, in a direction which is not a direction. Bob's scream trails away as he vanishes into the depths of the vortex...

He pops out of the southern vortex and lies gasping against the wall not far from Lilli.

[sblock=Actions]
Artemis' patron takes 7 damage, and can't take OA's until

Gargoyle spawn (1d6=2) No gargoyles spawn this turn.

Artemis' Patron:
Unfettered Scream does not recharge: Unfettered Scream recharge (1d6=2)
Move: to I17
Standard: Grasping Chains (area burst 1 centered at J23): Grasping Chains at Shale, Gil (vs Fort) (1d20+9=12, 1d20+9=26) Hit Gil for 4 fire damage, and he is slowed until the end of the devil's next turn

Farmer Bob:
Standard+Move: double run to M11
Vortex tries to suck Bob in: Reflex attack on Bob (1d20+7=22, 1d3=3) Success! He appears at the 3rd (bottom) vortex, in square H26
[/sblock]

[sblock=Unlocked Stats]
Farmer Bob: AC 17, Fort 13, Reflex 11, Will 11
Artemis' Patron: AC 20, Fort 19, Reflex 17, Will 21
Obsidian Gargoyle: AC 20, Fort 18, Reflex 16, Will 15
[/sblock]

[sblock=Status]
Artemis: 20/29 hp, 2/7 surges
Lilli: 13/22 hp, 1/7 surges, Artemis' Patron is considered half as far away for the purpose of ranged attacks made with her orb.
Gil: 3/26 hp, 1/7 surges, prone, slowed until the end of the devil's next turn
Shale: 25/33 hp, 2/7 surges
Karma: 24/30 hp, 1/5 surges
Farmer Bob: 1/2 hp, 0/1 surges

Artemis' Patron: 40 damage taken, cannot take OA's, used Mind Shackles, used Unfettered Scream, used Chains of Smoke and Fire, used Chains of Carceri, used Armor of Wrath, used Demand Submission, used 1 AP
Obisidian Gargoyle 1: 8 damage taken
Obisidian Gargoyle 2: 11 damage taken
Obsidian Gargoyle 3: 7 damage taken
Obsidian Gargoyle 4: 11 damage taken
[/sblock]

External Map Link
[sblock=Map]
The red square is difficult terrain for enemies of Artemis' Patron.

The white numbers on the floor are the height of each ledge. The door opens onto a ledge 15' above the lowest point of the floor (so 10' above the floor below it, which is itself 5' above the lowest point).

The rickety bridges are difficult terrain (including the one that's fallen). The two that are intact are held up by scaffolding reaching to the floor below, which can be climbed with a DC 15 Athletics check as a Move action.

The green patches of moss are difficult terrain. The pools of water are thigh deep (chest-deep on Lilli) so they are difficult terrain and, if anyone moves into a water-filled square, it takes a DC 10 Athletics or Acrobatics check to avoid falling prone due to the slippery moss at the bottom of the pool. (The demon is immune since the chains supporting it are so long, but it still counts as difficult terrain.)

The vortexes are explained in the Arcana block above.

96km02.png

[/sblock]
 

Someone

Adventurer
raceportshardmind.png


Spread out and attack, use the vortexes to avoid being cornered and come to each other's aid if needed


Says Shale. The previous mote explodes, filling a large area with noisy laightning a flashes of light that distract the creature enough to not notice Shale dropping to the next ledge and summonng all the psionic power he's able to.

Unable to see the attack's direction, he's whisked away from the party, again, and the remaining static electricity condenses on Shale's command again into a pulsating unstable ball


[sblock=actions]
Start of turn: Existing static mote explodes, doesn't hit.

standard action: Dimension Scramble on H16, hitting Patron for 7 damage and teleporting him to F14.

Action point: Standard action Summon another static mote at F15, augmenting the power with one power point

move action to move to E22[/sblock]


[sblock=mini-stats] Shalehttp://l4w.wikia.com/wiki/PC:Shale_(Someone) Shardmind psion 3
Status:
Initiative: +1, Passive perception: 11, Passive Insight: 16
Defenses: AC: 18, For: 13, Ref: 17, Will: 17
HP: 25/33, Bloodied: 16, Surge value: 8, Surges/day: 2/7 Speed: 6 squares
Languages: Common, Deep Speech, Elemental
AP: 0, Power points: 2/4

Powers:
Static Mote, Dimensional Scramble, Betrayal
Shard Swarm, Far Hand,Forceful Push, Intellect Fortress, Orb of mental constitution (item), Second Wind
Living Missile, Amulet of resolution (item)[/sblock]
 
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CaBaNa

First Post
Remember my mage hand, and the sparks says Gil from his prone position, one hand flits in the air, no blood spurts as the most recent burns cauterized the wound on his arm. Toss it, waves the hand, I'm going to lay here. says Gil. The horde doesn't let up though, harassing Artemis' Patron constantly.

[sblock=OOC]
Roll Lookup

Standard Winged Horde centered on Artemis' Patron
HIT 27 vs will
6 Psychic damage and Artemis' Patron can't take Opp. Actions TE of Gil's NT.


[/sblock]


[sblock=Ministat]
Prone = Enemies +2 to melee attacks (CA), -2 to ranged attacks (

Gil Human Hybrid Wizard/Artificer Multiclass Assassin
AC 16 Fort 15 Reflex 17 Will 14 (+1 from ranged attack 5 squares away Cloak of Distortion)
HP 3/27 bloodied 13, Surges 0/7 Surge value 6
Passive Insight 17, Passive Perception 17, Normal vision
Second Wind: Used,
AP total 0, Speed 6, Initiative +7, Languages Common, Draconic
At-will powers; Thundering Armor, Winged Horde, Scorching Burst, Ghost Sound, Light, Prestidigitation, Mage Hand
Encounter powers; Grasping Shadows, Shadow Step, Moonstride, Healing Infusion: Curative or Resistive, Orb Shift
Daily powers; Caustic Rampart

[/sblock]
 
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FourMonos

First Post
"Flask. Got it," Artemis mumbles as he walks forward and wings the flask as hard as possible at the slowed devil. Evidently flask warfare is not his forte.

[sblock=actions]
Free: drop rod current square (M-22)
Minor: Take flask.
Movement: Move to J-19.
Standard: Hurl flask (range 5) at Patron: 1d20 +4 → [1,4] = (5) Roll Lookup . Ouch nice time for a natural 1. I'm starting to think Artemis may not be meant to make it through this...
Also for bookkeeping, Artemis is down to one HS.
[/sblock]

[sblock=Artemis stats]Atremis Harks- Male Human Hybrid: Warlord/Warlock 2
Status: quo
Darkspiral Aura: 0
Initiative: +1, Passive perception: 10, Passive Insight: 10
Defenses: AC: 17, For: 17, Ref: 18, Will: 17
HP: 20/29, Bloodied: 14, Surge value: 7, Surges/day: 1/7 Speed: 6 squares
Languages: Common, Primordial
AP: 1, Second Wind: unused

Powers:
Eldritch Strike, Spiteful Glamor, Furious Smash, Darkspiral Aura
Battlefront Shift, Hammer and Anvil, Inspiring Word, Aid the Injured
Lead by Example, IronScar Rod[/sblock]
 
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Neil1889

First Post
Lilli attemps to cast her spell again, but the sudden appearance of Bob in the nearby vortex causes her to miss her stroke once more.

“Get out of the vortex and hide in that corner, Bob," she yells, as she gestures to the empty space at the other side of the vortex that Bob is currently spinning in.

She then backs away from the vortex a little herself.

[sblock=actions]Illusory Ambush (At Will Standard Ranged 10, Arcane, Illusion, Implement, Psychic)
Target: One creature
Attack: +6 vs. Will
Hit: 1d6+6 Psychic damage and the target takes a -2 penalty to attack rolls until the end of your next turn.

Illusory Ambush on the Patron: Roll Lookup Total to hit: 8. I rolled a two this time. What an improvement!

Move to L26.

[/sblock]
 

JoeNotCharles

First Post
Bob heeds Lilli's words and sinks against the wall and cowers back as far as he can get from the hole in the air.

As the devil spots the sparkling flask in Artemis' hand, a look of fear crosses its face. But as he draws back his hand to throw, the fear is replaced by relief. Its jaws open in a low chuckle - then gape open in a guffaw as the vial slips from Artemis' fingers to shatter on the edge of the pool at his feat.

"You FOOL!" it laughs. "You have no idea what power you could have claimed! And you THREW IT AWAY! You threw it away USELESSLY! A worthless weapon, and you couldn't even HIT me with it! You are so pathetic. How could I have ever seen you as a worthy follower?" It steps to the edge of the ledge, chains sparking as they pass Shale's globe, and its mouth twists in annoyance. "Well, I will not have to suffer you much longer. Your lackeys know some amusing and annoying tricks, but nothing to sufficient to save you now!" A fetter unfurls from around its body and lashes out towards Artemis - it stops well short, but a ghostly image of a barbed chain explodes out from its tip, extending its reach enough to lash across him. Pain explodes through his head as if he had been physically struck, and blood explodes from his cheek and drips down his face. He feels as if he is buried under a great weight of iron.

The pool at Artemis' feet begins to sparkle slightly as the broken flask drains into it.

[sblock=Actions]
Artemis' Patron is hit for 13 damage, and teleported to F14.

Artemis' Patron:
Unfettered Scream does not recharge: Unfettered Scream recharge (1d6=4)
Move: to G15
Standard: Vile Fetters at Artemis (melee 5): Vile Fetters at Artemis (vs Will) (1d20+9=20, 2d6+4=7) 7 psychic damage, bloodying him, and if Artemis ends his turn closer to his patron, he is dazed (save ends)

Farmer Bob:
Move: drop prone
Standard: full defense
[/sblock]

[sblock=Unlocked Stats]
Farmer Bob: AC 1719, Fort 1315, Reflex 1113, Will 1113
Artemis' Patron: AC 20, Fort 19, Reflex 17, Will 21
Obsidian Gargoyle: AC 20, Fort 18, Reflex 16, Will 15
[/sblock]

[sblock=Status]
Artemis: 13/29 hp, bloodied, 1/7 surges
Lilli: 13/22 hp, 1/7 surges, Artemis' Patron is considered half as far away for the purpose of ranged attacks made with her orb.
Gil: 3/26 hp, 1/7 surges, prone
Shale: 25/33 hp, 2/7 surges
Karma: 24/30 hp, 1/5 surges
Farmer Bob: 1/2 hp, 0/1 surges, prone, +2 to all defenses until start of next turn

Artemis' Patron: 53 damage taken, used Unfettered Scream, used Chains of Smoke and Fire, used Chains of Carceri, used Armor of Wrath, used Demand Submission, used 1 AP
Obisidian Gargoyle 1: 8 damage taken
Obisidian Gargoyle 2: 11 damage taken
Obsidian Gargoyle 3: 7 damage taken
Obsidian Gargoyle 4: 11 damage taken
[/sblock]

External Map Link
[sblock=Map]
The red square is difficult terrain for enemies of Artemis' Patron.

The white numbers on the floor are the height of each ledge. The door opens onto a ledge 15' above the lowest point of the floor (so 10' above the floor below it, which is itself 5' above the lowest point).

The rickety bridges are difficult terrain (including the one that's fallen). The two that are intact are held up by scaffolding reaching to the floor below, which can be climbed with a DC 15 Athletics check as a Move action.

The green patches of moss are difficult terrain. The pools of water are thigh deep (chest-deep on Lilli) so they are difficult terrain and, if anyone moves into a water-filled square, it takes a DC 10 Athletics or Acrobatics check to avoid falling prone due to the slippery moss at the bottom of the pool. (The demon is immune since the chains supporting it are so long, but it still counts as difficult terrain.)

The vortexes are explained in the Arcana block above.

10mub0k.png

[/sblock]
 

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