[Adventure]: Shards of Eldanarth (DM: MadAzolin, Judge: ??)

MadAzolin

First Post
As Lerric whispers for everyone to watch out for danger, party arranges into defensive formation. Weapons are drawn and Cyr's pet growls in low voice as companions prepare for imminent attack... Heavy tension is in the air as moments pass slowly, but as few minutes pass, it becomes apparent attack is not coming. It seems that whoever was lurking around decided it might be better idea not to charge directly at well prepared party of armed adventurers...

As tension eases, everyone turns their attention to ancient path marked by stone tiles long overgrown by vegetation...

As party prepares to head down the path, hooting of many owls echoes in the distance, invoking images of serene chorus of owls gliding through the air and hooting happily...

[sblock="perception DC 15"]
Observing the surroundings, it becomes apparent that someone or something was indeed lurking about. However, you have feeling that whoever it was, it moved away quickly as soon as party readied their weapons... an animal perhaps or some small creature
[sblock="perception DC 25"]
While imminent danger is away, you are sure someone is watching you, likely from deeper in the forest. You managed to pick stealthy shapes amid the trees as they sped away, but whoever they are, they seem to be moving quiet quickly and stealthily. Some comfort comes from fact that whoever the watchers are, they did not attack while you were still dazed from the ritual, so their intentions are not hostile, at least not to point of attacking on sight...
[/sblock]
[/sblock]

[sblock="DM/OOC"]
GM:
If you intend to use some sort of marching order for party, now would be good time to decide on it; feel free to use designated scouts (for perception roll(s)), tracker/ranger (for nature roll(s)) ... for routine travel; I will announce if non-routine travel requires skill checks or equivalent.
[/sblock]
 

log in or register to remove this ad

"The threat doesn't seem to realize. We may relax for the moment. Still, something is out there and I would strongly suggest we don't attack first. Who knows into whos territory we barged in and I assume the ritual was detectable some distance away. I would rather negotiate our way through and see if anyone knows anything about the amulet or this place rather then interrogate the prisoners.

Right now, let's see about that ruin and if amulet reacts to something here. Not that I think we'll be that lucky."


OOC: Erm, Cyr doesn't have a pet. Cyr can be forward scout only as perception sensor, he is as stealthy as the priest in swishing robes can be in the woods (comparable to walking tin-can knight on stone probably)

I suggest this march order:
Kane
Cyr
Lilli
Lerrick
Vermitrax
Martelai

With option of exchanging Lilli and Vermitrax and Cyr and Martelai (for good perception at the back of the party)
 

Voda Vosa

First Post
OOC: Vermitrax's passive perception is 21 and he has his skeleton with him, so he can take point if you want.

"Prisoners? Why would we bother to take prisoners?" Vermitrax grinned, as he went over pass Cyr, and pats him in the shoulders. "A simple joke, you should relax, yes?"
 

jbear

First Post
[sblock=OOC]Kane is fine on point. He is a ranged defender but can mix it up in melee as he doesn't provoke oatks from ranged attacks. He is most effective when he marks and the enemy can't actually reach him. His Fey Beast will tank at first, taking point, or at least a step ahead of Kane.

Kane won't make the greatest scout; his nature roll is alrightish. [/sblock]

Kane remains silent and alert, the fey beast at his side equally tense, its ears pricked up high. He begins to make his way along the overgrown ancient path, his eye scanning from side to side.
 

MadAzolin

First Post
Minutes pass slowly as party makes its way along the path that winds through deep forest. While overgrown at places, path seems reasonably maintained, as if someone actually keeps it in usable condition.

Suddenly and with no warning, hooting of owls grows in intensity, turning into roar. Illusion of serene owls gliding on star-filled sky shatters as several creatures burst from surrounding deep vegetation, seemingly unhindered by impassable vegetation. Monsters charge accompanied by crashing noise, hooting roar and stench of fresh blood and meat...
[sblock="monsters"]
Size of well grown bear, monster appears as strange combination of bear and an owl with physionomy of bear and head of huge owl. Its body covered is with camuflaging feathers and its front paws end in oversized talons. As it charges, it spends part of time on all four legs and as it closes in, it rises on hind legs, standing well over 7 feet tall. As it closes in, its feathers rise and it beats small wings while hooting furiously and it seems to enlarge further. Monstrosity of feathers slashes its talons that shine like enchanted steel and clacks beak large enough to crush man's head.
Even as your instincts for survival kick in, you cannot but wonder at beauty and magnificence of onrushing monster - delicate curve of its glistening talons, elegant shades of green that cover its feathers, almost dance-like moves of its onrushing assault and roaring beauty of its hoot, like chorus of hundred owls, all hooting song of death and destruction in a single voice... yet you are well aware that unless you do something about it, this beautiful beast will tear you limb from limb and feast on your still beating flesh...
[sblock="nature, DC 20 (or previous encounters with owlbears)"]
There is little doubt that monsters are owlbears, reasonably common predators of Fey forests. Scholars consider owlbears dumb, extremely territorial and aggressive and prone to fits of berserk rage - it is rumored they attack anything larger then mouse. Unusually strong and resilient for its size, these monsters are more dangerous and more aggressive then bear of their size would be - feathered coat of monster is as hard as steel and its talons as sharp as enchanted weapon.
[sblock="nature, DC 25"]
All owlbeasts have some magical properties, most common being thunderous hoot capable of dealing significant damage, dazing or stunning creatures in close vicinity to the monster. While their claws are reasonably dangerous, their beak is nastier - while monster generally cannot deliver crushing block with beak unless is has firm hold on foe, beak strike against grabbed foe is devastating.
[/sblock]
[/sblock]
[/sblock]
Despite their speed, monsters seem to have generate far more noise on their charge then they intended. As they rush forward, companions manage to assume defensive positions and prepare to receive their assault.
[sblock="initiative"]
-> PCs act first
[/sblock]
[sblock="monster mini-stats"]
Owlbear Hunter #1 : AC 21, F 23, R 20, W 22, HP 240/240
Owlbear Hunter #2 : AC 21, F 23, R 20, W 22, HP 240/240
Owlbear Madowl : AC 24, F 22, R 22, W 21, HP 200/200
[/sblock]
[sblock="combat map"]
https://docs.google.com/spreadsheet/ccc?key=0AoJu0WwbbMP1dGlyeEM2ZTNiODNTLWRJd3l4NzRFWHc#gid=0
[/sblock]
 

Neurotic

I plan on living forever. Or die trying.

The invoker retreats toward the middle of the party, his hand shining. As he moves, he tries to remember anything he knows about fey creatures in general and this strange breed in particular.

Radiant rays shoot and burn all three of the monsters. Knowing his enemy, anticipating their movement and attacks, reading into their moves makes Cyr harder to hit.

[sblock=Actions]
Start of the round: Knowledge (Nature) (1d20+10=16)

Minor: Knowledge (nature) (1d20+10=25) - use vulnerability if DC 25 beats hard DC for the monsters Cyr gains +4 to all defenses and +4 to damage TENT, else he deals only half damage TENT

Standard: Hand of Radiance vs Ref (MadOwl; Hunter1; Hunter2); radiant damage (1d20+14=28, 1d20+14=33, 1d20+14=22, 1d4+8=9) - hits all
(depending on knowledge check it's 4 or 13, if within 3 or hard DC roll Memory of thousand lifetimes)

Move: J11

[/sblock]

[sblock=Immediates]
Miraculous Fortune - Interrupt Trigger: Cyr is damaged by enemy's attack - use this if an attack would render Cyr unconcious or into single digit hps or once the combat starts winding down
Effect: The damage is reduced by 5. One ally within 5 squares gains +1 power bonus to attack rolls TENT​

Demand Justice - Interrupt Trigger: creature makes a saving throw: Effect: re-roll and use new result - I will try to announce this on time, but use in general on stun, dominate or ongoing 5+

Preservers rebuke when enemy hits an ally - this one I will announce just before I use a daily, please don't trigger it during enemy turn
[/sblock]

[sblock=Cyr Stats]
Deva Invoker Scholar 8
STATUS: none
IMMEDIATES:
* Interrupt: Miraculous Fortune (damage reduced by 5, one ally get +1 power bonus to attack) - trigger: surprise attack by non-necrotic attack or critical hit by a non-minion
* Reaction: Preserver's rebuke

Initiative +12; Senses Passive Insight 25, Passive Perception 26
HP 50/50, Bloodied 25, Surge Value 12+1, Surges 6/7
AC 23; Fortitude 18, Reflex 22, Will 24

(+1 TO ALL DEFENSES vs. BLOODIED ENEMIES)
Resist 9 radiant; Resist 9 necrotic


Feats:
* Battle Intuition - +2 to initiative, use Wisdom modifier instead of Dexterity
* Superior Implement (Accurate Staff)
* Coordinated Explosion - +1 to hit with blast and burst attacks if ally is in the area
* Staff Expertise
* Superior Will
* ImprovedDefenses

1 AP
Saving Throws:

Speed 5

Vanguard's Lightning
Hand of Radiance
Rebuke Undead
Preserver's Rebuke


Blades of Astral Fires
Second Wind
Memory of Thousand Lifetimes
Miraculous Fortune
Falling Leaves
Demand Justice
Use Vulnerability
Preservers Rebuke
Rebuke Undead
Tide of the First Storm


Silent Malediction
Searing Orb


Staff of the warmage (daily free enlarge spell)
Clearsense powder (consumable minor)
Iron Skin Belt (daily minor): gain DR 5 TENT
Curse Eye Tattoo (action point free): one enemy takes -2 to saves (save ends)
Gauntlets of Remote Action (daily move): switch places with floating gauntlet
Steadfast Boots (encounter minor): +2 all defenses TENT or until moved
Storm shards (free): Trigger: use 5- level thunder or lightning power: push the target 2 squares. If it cannot be pushed it falls prone

[/sblock]
 
Last edited:

Voda Vosa

First Post
Vermitrax pushes the shambling warrior next to him towards one of the owlbears, while he moves back, towards the one at the south. He rolls up his sleeve and outstretches his hand towards the creature. His hand glows in eerie cyan energy, as it turns pale and grey like a corpse hand, gathering necrotic energy around it as he pronounces deep guttural power words. When the casting is complete, the necrotic energy leaves his hand and strikes true at the owlbear, spreading that contagion to the fey creature. It howls in pain and begins convulsing violently, while pustules burst from its skin, spraying necrotic gore around it.

Vermitrax spends his minor to move the skeleton. He moves down, and casts Ghoul touch on Owlbear 2, hitting for 10 necrotic damage, the target is immvilized and Vermitrax creates a zone of burst 2 centered on the target, excepting Vermitrax, any creature entering the zone grants combat advantage and suffers 5 necrotic ongoing damage.
 

MadAzolin

First Post
[MENTION=87106]MetaVoid[/MENTION] [sblock="knowledge roll"]
Cyr easily managed to remember some facts about owlbears, allowing him to aim his rays of radiant energy at creatures' vulnerable spots. Other facts he remembered about owlbears and these particular variants are following:
- monsters have no special vulnerablities or resistances. Most owlbears (these included) enter berserk frenzy when enraged and will fight with increased ferocity until they die.
- Owlbear Hunters are bigger and nastier variants with particularly sharp talons. Keening hoot they emit while in battle is dangerous to eyes and minds of men, inflicting minor harm to all in close vicinity of the creature. They are known to emit thundering hoots when severely wounded, capable of stunning and crushing their prey.
- Madowls are nicknamed so for their mesmerizing hoot that tends to turn attention of surrounding prey toward the creature.
OOC:
Translated: Hunters have short ranged aura that deals psychic damage while Madowl has short ranged marking aura and some sort of mark-reacting attack. All get nastier when bloodied and have particularly nasty attack usable against grabbed targets.

[/sblock]
 

"Beware them closing, their hooting affects the mind! And don't get grabbed!" shouts Cyr as he observes the success of his attack and confirms the identity and powers of the beasts.

OOC: in other words, read the above knowledge block :)
 

Remove ads

Top