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

Neurotic

I plan on living forever. Or die trying.
OOC:
[MENTION=6747396]MadAzolin[/MENTION], did you take into consideration that it attacks itself with CA (dazed)? In that case it hits itself exactly :)

Also, there are several vines of the same type so I had to qualify my curse with the position of the vine before - now with all the teleporting I'm lost - is my cursed vine destroyed? It's kinda important for a warlock :)
 
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MadAzolin

First Post
OOC: [MENTION=24380]Neurotic[/MENTION]: indeed, monster did manage to chew itself successfully, modifying hp (tool 18 damage instead
of 11 psychic). As for teleporting vines, yup, cursed one got destroyed.
 

Neurotic

I plan on living forever. Or die trying.
"Cyr, Lerrick, Kane, see if you can activate another pillar! Vermitrax, where are you? Come on, we have a beast to destroy! Try to get to that pillar that deactivated"

Martelai charges toward Kane, but stops behind the great tree. Since one of the vines was on the way, he called upon Haddars insatiable hunger and bolt of darkness in shape of shadowy maw devoured the plant, Martelai hard on heels of the bolt. As he passed through the remains of the vine and dissipating energy, some small part remained around him, hiding him from plain sight.

[sblock=Actions]
Free: before this turn: on the death of cursed vine, slide swamp horror one square UP :) - Rod of Avernus effect upon pact boon trigger
Free: Regenerate 1

Minor: Curse crushing vine
Standard: Eldritch blast vs crushing vine Ref (1d20+12+2+1=25) - +2 Fate bonus and +1 Prime shot - hit, destroyed, on its death pact boon triggers and swamp horror is slid another square UP

Move: J11 -> N7, gain shadow walk concealment
[/sblock]

[sblock=Martelai Stats]

AC: 22 Fort: 19 Reflex: 21 Will: 21
HP: 19/68 Surges: 5/9 Surge Value: 17
CURSED: Swamp Horror
STATUS: resist 5 necrotic, +2 all defenses vs. cursed, resist all 2, enemies attacking in melee take 1d6 damage per attack, enemies ending their turns next to Martelai take 5 damage
Total defenses :
AC: 24 Fort: 21 Reflex: 23 Will: 23
vs cursed
AC: 26 Fort: 23 Reflex: 25 Will: 25

FEATS
Sacrifice to Caiphon, Improved Fate of the Void, Superior Implement(Accurate Rod)
Rod Experise, Bloodied Boon, Ulban's Flare


POWERS
Eldritch Blast
Dire Radiance



Knack for Success
Cursebite
Ethereal Stride
Delban's Deadly Attention
Mirror Darkly
Cast Fortune


Decree of Khirad
Flames of the Smoking Crown
Feast of Souls


Armor of Dark Majesty (daily, minor): place your curse on any enemy you can see instead of only closest one
Talon Amulet (daily, minor): until the end of the encounter any creature that hits Martelai in melee takes 1d6 damage
Rod of Avernus: (daily, minor): until the end of the encounter any enemy that ends it's turn adjacent to Martelai takes 5 psychic damage
Blackleaf Gloves Teleport: (encounter, boon): teleport 3 in addition to other effects of the pact boon
Sanctuary's Poise: (daily, move) teleport 5
Diamond Cincture: (daily, minor): heal surge hp
Surf Surge Boots: (encounter, immediate reaction): if you are subject to forced movement, slide 1 square
Surf Surge Boots: (daily, move): move your speed without provoking, vertical movement allowed, but has to end on solid surface

[/sblock]

[sblock=VodaVosa]
[MENTION=51271]Voda Vosa[/MENTION]

Maybe it would be good idea to move a bit closer so you can reach pillar or another character in single move? I realize you may want to keep your character safe, but you could have trouble reaching far area of the combat from your current position. And if the beast decides you're juicy alone target, we cannot easily get to you (including Lerrick)
[/sblock]
 
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Voda Vosa

First Post
Vermitrax

"You are annoying." Comes the voice from behind some bushes, as a magical blast destroys the phased vine on the northwest. Vermitrax advances closer to the pillar to activate it, but its still far away.

OOC: MM to kill PV, then move out 6 squares towards the pillar.
 

"He is, isn't he?"
asks the invoker laconically, not bothering to answer to "handy gods" provocation

He walks calmly to the closest pillar and draws a rune of Mireva, Lady of Knowledge upon it while proclaiming in that same old language he used before. The pillar hums with renewed power.

"Kane, if Jade comes close to the horror at some point I can protect her for a short time from three or four attacks, not perfectly, but she will be shielded by Jovens might. Just warn me to wait for it if you plan it."

[sblock=Kane]
[MENTION=75065]jbear[/MENTION], I don't think anyone else will want to be in melee except maybe you and Jade, I can grant +5 AC for a round and blind for another round :) or to be sure, I can do both on the same round just to be sure (-10 total to hit) - but neither will affect area effects
[/sblock]
[sblock=Actions]
Move: I-10
Standard: Arcana with surge spent (1d20+13+10=31) - JUST, surges 3/7
Minor: Nature (1d20+10=11) - to get some info on the vines :)
[/sblock]
 
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jbear

First Post
[sblock=OOC]It seems that the beasts tunnelling tactic has been foiled. I would like to know if the beast has indeed be forced to resurfaced and if so where exactly.

Jade won't last long this combat. Kane does not have enough surges to recall him if destroyed. Kane may go in for a round to mark the beast but then he will not want to hang in melee. It can kill with almost a single bite. Far away seems like close enough. [/sblock]
 

dimsdale

First Post
With the beast temporarily underground, Lerrick studies the pillar in
front of her. There is no way to activate this on my own. Upon that
conclusion the cleric steps around the pillar, lifts her hand in the direction
of a vine, then fires a bolt of bright silver flame, hitting the vine dead center, causing the
vine to explode into thousands of pieces. Cyr feels effects from the attack as well.



[sblock=actions]
movement: three squares
attack: sacred flame vs blade vine (N15) +12 vs reflex: hit (31) for 10 Blade vine dies
minor: none

If the attack is successful then Cyr choose to gain 5 temp hp or can make a saving throw.

[/sblock]
 
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jbear

First Post
The air around Kane bursts into a shield of blades as he attempts to dismiss the vine beside him.

[sblock=Actions]
Standard: Sword Burst vs REF 1d20+12+CAdv (Jade) (IC not working)

On a hit: Move Flaming Sphere to O14 to destroy other minion

On a miss: Move Flaming Sphere to R7 to destroy missed minion at start of turn

[/sblock]
 


Neil1889

First Post
Observing the injuries that Martelai has sustained, Lilli moves as fast her short legs can carry her through the undergrowth to help Martelai with her healing aura. Humming her song of healing under her breath, she stops next to an unactivated pillar.

[sblock=actions]Start in U5.

Round 4.
Skald's Aura is activated.

Skald's Aura (Encounter Minor Aura 5 Aura, Healing, Martial)
Effect: You activate an Aura 5 that lasts until the end of the encounter. If the Aura ends prematurely for any reason, you can reactivate it during the encounter as a Minor Action. Once per encounter, you or any ally in the Aura can use a Minor Action to spend a healing Surge and regain [2d6] additional Hit Points. Alternatively, you or any ally can use a Minor Action to allow an adjacent ally to spend a healing surge and regain the additional [2d6] hit points.

Standard Action and Move action: Double Move to S5, then R4, then onwards to N4.

Minor Action: Lilli uses Skald's Aura above to let Martelai to spend a healing Surge and regain [2d6] additional Hit Points -

INVISIBLE CASTLE IS DOWN, SO PLEASE DETERMINE THE 2D6 EXTRA HIT POINTS.


The Horror of The Swamp of Tears is still subjected to this from a previous round:

Orb of Far Seeing +1
Power (Encounter): Minor Action. Choose a target within 10 squares of you. Until the end of the encounter, this target is considered half as far away for the purpose of ranged attacks made with this orb.




[/sblock]



[sblock=Potential Interrupts]If Lilli is bloodied, then Lilli will usually use the following (if Shield spell below ensures a miss, then use Shield instead) - (if Lilli gets wind of the tremorsense, then forget this):

Fade Away (Encounter Immediate Reaction Personal Illusion (Racial Ability))
Trigger: You take damage.
Effect: You are invisible until you attack or until the end of your next turn.

If Lilli is attacked and use of her Shield power will cause a miss, then Lilli will use it:

Shield (Encounter Immediate Interrupt Personal Arcane, Force)
Trigger: You are hit by an attack.
Effect: You gain a +4 power bonus to AC and Reflex defence until the end of your next turn.
[/sblock]

[sblock=Ministats]
Lilli


Female Gnome Wizard, Level 7.
Initiative: +3, Passive Perception: 14, Passive Insight: 19. Senses: Low-light vision.
AC: 21, Fort: 16, Reflex: 20, Will: 20.
HP: 36/46, Bloodied: 23, Surge Value: 11, Surges left: 3/7
Speed: 5 squares. Size: Small. Languages: Eladrin, Allarian, Draconic, Dwarven.
Saving Throw Bonuses: +5 Racial bonus against Illusions.
Action Points: 1
Powers:
Orb of Deception
Second Wind
Use Vulnerability
Illusory Ambush
Nightmare Eruption
Grasping Shadows
Horrid Whispers
Ghost Sound
Light
Prestidigitation
Mage Hand
Fade Away
Shield
Maze of Mirrors
Visions of Avarice [Visions of Avarice Secondary Attack]
Skald's Aura [Used]
Experienced Arcana
Phantom Echoes
Orb of Far Seeing - Encounter Power - Used
Orb of Far Seeing - Daily Power
Feyleaf Sandals - Daily Power
Amulet of Elegy +2 - Daily Power
Illusionist's Gloves - Daily Power
Harp of Deeper Slumber - Daily Power

Note: Shimmering Cloth Armour - Lilli does not provoke opportunity attacks when she makes ranged or area attacks.
If Lilli falls and is about to take a punishing amount of damage, her Feyleaf Sandals will likely save her.

Conditions: None.[/sblock]
 

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