• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

The Slave and Her Sovereign

XP & LOOT

* 1500 + 300 * 4 + 75 * 12 - 900 (3 COMPANION CHARACTERS) = 2700/4 PCs = 675 apiece.

* 1 PC gets level 9 or lower magic item, 1 PC gets level 8 or lower magic item.




The last myrmidon falls after his phalanx formation is rent to pieces under the weight of the Goliaths.

The remaining Bladeling tosses her javelin to the ground, extracts a ceremonial longknife from its sheathe, and ends her own life with a stark refusal of the dishonor of capture.

Meanwhile, Bita-Bahlin paws blindly about the air. Just as the weight of the moment arrests the conflagration surrounding him, so to is his fiery mirth and confidence stolen from him. He desperately plays a final trump card.

"The Bladeling's Legion will roll over Bantouk; an avalanche of steel and fire. There is nothing to be done. Merchant. Chanvati. Mammon would open his coffers to you. He could hold back this burning tide if you will just help me draw out this pestilential rot from within the city's ranks, cauterize the wound, and install his material agent on the throne."





He's beaten. You guys can vignette this or we can freeplay a bit or you can make a move of come kind.
 
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darkbard

Legend
Upon much discussion and reflection, here is where we see the four characters in the aftermath of recent events. Outstanding Quests are noted as well.

Arunny: The golden priestess has become fascinated by the tripartite nature of Divinity, Omthala, Delban, Maba.

New Major Quest: Discover the Moon Maiden's role in her (Arunny's) gift of prophecy.

Lingering Minor Quest: find her brother Ahaan.

Lingering Major Quest: free her father from Caiphonian control.

Chanvati: The Merchant-Prince desires to return to Bantouk, prisoner Bita-Bahlin in tow, to confront the Empress and brace Hageri for war.

Major Quest: Discover what besets the Empress.

Ibhea: These earthly affairs are secondary to the whisky priest's drive to rescue the remaining two Blessed and build the Church of Delban in Dolg Hana (as new spiritual center of the faith).

Pa'avu: Safeguard the Iron Gorgon Tribe through the coming war with the Legion of Ruth.

New Major Quest: Ensure the survival of the IGT in the coming conflict with the Legion of Ruth.

Thus, we see the group dissolving for now. Arunny will remain with Ibhea, first rescuing the remaining two Blessed, and then pursuing the trail of clues leading to her brother and father ... and their ties to or against Caiphon. During this time, Ibhea will seek to build Dolg Hana into the spiritual center it has so clearly become. But this will all be put on hold a short time while ....

Chanvati and Pa'avu endeavor to escape the Legion of Ruth and transport the captive Bita-Bahlin with them back to Bantouk, where the former will confront the Empress to discern her true loyalties, while preparing the capital for the coming of war. This is the thread we will pursue immediately.



In the aftermath of the Clash ot Three-Temples, the victors strip the defeated and dispirited Bita-Bahlin of his arms and armor of office.*

"No doubt, you are correct in that the Bladeling Horde advances upon the capital," observes CHANVATI. But you err in thinking it will reach the city without warning, undefended. Or that I can be swayed by ill-gotten returns. We shall see what the Empress makes of your duplicity ... and what she has to say for herself and where lie her true loyalties when apprised of this news."

The Psion clasps hands with his old associate Ibhea and bows gracefully to Omthala's Searing Voice.

"My friends, our meeting has been much too short. But treasured. Soon may our paths cross again! I wish you the very best of luck in your endeavors." The Merchant-Prince scans the horizon and the coming dawn.

"An auspicious moment, no doubt." But seeing the dust raised by the vanguard forces of the Legion of Ruth, he notes too, "Haste now is of the utmost importance. Farewell, friends!"

And with this brief exchange, General Chanvati and his companions lead the contingent of Half-Giant warriors in hopeful rescue of the capital city.




All four characters are due for a level up, but that must wait a few days until we have a bit more time to mull over choices and make the adjustments. In the meantime:

*Bita-Bahlin is stripped of his armor (Leather Armor of Dark Majesty +2 (9th level item; Ibhea)) and arms (Unforgettable Cudgel Morningstar +2 (8th level item; Arunny)).

Character Level-ups:
Chanvati: Superior Implement Training (Accurate Staff) (FEAT), +1 INT/CHA, Trade out Brooch of No Regrets +1 and Staff of the War Mage +1 to Gloves of Piercing and Floating Lantern.

Summary
Chanvati, level 8
Human, Psion|Warlord
Discipline Focus (Hybrid): Telepathy Focus (Hybrid)
Warlord Leadership: Canny Leader (Hybrid)
Hybrid Warlord: Hybrid Warlord Will
Psionic Augmentation (Hybrid): Hybrid Encounter Power
Human Power Selection: Bonus At-Will Power
Background: Tyr - Embedded Spy, Nibenay - Walker of the Exalted Path, Merchant Prince (Merchant Prince Benefit)
Theme: Noble Adept

FINAL ABILITY SCORES
Str 8, Con 12, Dex 12, Int 20, Wis 12, Cha 17.

STARTING ABILITY SCORES
Str 8, Con 12, Dex 12, Int 16, Wis 12, Cha 15.

AC: 22 Fort: 18 Reflex: 22 Will: 24
HP: 52 Surges: 7 Surge Value: 13

TRAINED SKILLS
Arcana +15, Insight +14, History +15, Diplomacy +14, Bluff +14

UNTRAINED SKILLS
Acrobatics +9, Dungeoneering +9, Endurance +8, Heal +8, Intimidate +10, Nature +9, Perception +10, Religion +13, Stealth +8, Streetwise +10, Thievery +8, Athletics +6

FEATS
Bardic Ritualist: Ritual Caster
Human: Bardic Ritualist
Level 1: Staff Expertise
Level 2: Unarmored Agility
Level 4: Bard of All Trades
Level 6: Superior Will
Level 8: Superior Implement Training (Accurate staff)

POWERS
Bonus At-Will Power: Mind Thrust
Hybrid at-will 1: Direct the Strike
Hybrid at-will 1: Dimensional Scramble
Hybrid Encounter Power: Powerful Warning
Theme Power: Adept's Insight
Hybrid daily 1: Living Missile
Hybrid utility 2: Mind Shroud
Hybrid daily 5: Create Opportunity
Hybrid utility 6: Dragon's Tenacity
Hybrid at-will/encounter 7: Force Grasp

Melee Basic Attack​

Accurate Staff of Psicraft +1 +6 vs. AC (+12 vs AC with Bracers), 1d8 damage
At-Will Weapon
Standard Action
Melee 2
Target: One creature
Attack: Strength (or Intelligence with Bracers) vs. AC
Hit: 1[W] + Strength modifier damage.

ITEMS
Ritual Book, Adventurer's Kit, Alchemical Reagents (Arcana) (10), Zills, Ceramic hand, Writing case, Jade hairpin, Residuum (Any) (440), Battle Harness Cloth Armor (Basic Clothing) +1, Disguise, Acrobat Boots (heroic tier), Choker of Eloquence +2, Byeshk Dagger +1, 3 gems, Bracers of Mental Might (heroic tier), Staff of Psicraft +1, Philosopher's Crown (heroic tier), Gloves of Piercing (heroic tier), Floating Lantern
RITUALS
Glib Limerick, Unseen Servant, Hold Portal, Animal Messenger

Pa'avu: Markings of the Blessed (FEAT), +1 STR/DEX, Trade out Screaming Leather Armor +1 to Belt of Vigor

Summary
Pa'avu1, level 8
Goliath, Barbarian
Feral Might: Thunderborn Wrath
Versatile Expertise: Versatile Expertise (Heavy Blade)
Versatile Expertise: Versatile Expertise (Ki Focuses)
Background: Wandering Duelist (Wandering Duelist Benefit), Feral Raider, Noble Guard
Theme: Iron Wolf Warrior

FINAL ABILITY SCORES
Str 20, Con 16, Dex 16, Int 8, Wis 13, Cha 10.

STARTING ABILITY SCORES
Str 16, Con 14, Dex 14, Int 8, Wis 13, Cha 10.


AC: 23 Fort: 22 Reflex: 19 Will: 17
HP: 73 Surges: 11 Surge Value: 19

TRAINED SKILLS
Perception +14, Endurance +11, Athletics +15, Heal +10, Intimidate +12

UNTRAINED SKILLS
Acrobatics +6, Arcana +3, Bluff +4, Diplomacy +4, Dungeoneering +5, History +3, Insight +5, Nature +11, Religion +3, Stealth +6, Streetwise +4, Thievery +6

FEATS
Level 1: Monastic Disciple
Level 2: Monastic Adept
Level 4: Wasteland Wanderer
Level 6: Versatile Expertise
Level 8: Markings of the Blessed

POWERS
Barbarian at-will 1: Howling Strike
Barbarian at-will 1: Pressing Strike
Monastic Adept: Crane's Wings
Monastic Disciple: Iron Soul Flurry of Blows
Barbarian encounter 1: Resurgent Strike
Theme Power: Iron Wolf Charge
Barbarian daily 1: Tyrant's Rage
Barbarian utility 2: Iron Resurgence
Barbarian encounter 3: Thundering Howl
Barbarian daily 5: Rage of the Crimson Hurricane
Barbarian utility 6: Shrug It Off
Barbarian encounter 7: Wolf's Bound

Melee Basic Attack​

Vanguard Greatsword +1 +14 vs. AC, 1d10+6 damage (+2 vs Bloodied)
Rain of Hammers Ki Focus +2 +15 vs AC, 1d10+7 damage (+2 vs Bloodied)
At-Will Weapon
Standard Action
Melee 1
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Additional Effects: Gauntlets of Blood, Rain of Hammers Ki Focus, Sigil of Companionship

ITEMS
Adventurer's Kit, Climber's Kit (2), Crowbar, Grappling Hook, Hunter's Kit, Trail Rations (20), Vanguard Greatsword +1, Rain of Hammers Ki Focus +2, Boots of Free Movement (heroic tier), Gauntlets of Blood (heroic tier), Badge of the Berserker +1, Antivenom (heroic tier), Javelin (3), Marauder's Hide Armor +2, Belt of Vigor (heroic tier)

Bita-Bousseh
Bita-Bousseh
Medium natural humanoid, tiefling
Level 8 Controller (Leader) XP 300
HP 59, Bloodied 29, Surge 14, Surges per day 8; Initiative +6
AC 23, Fortitude 20, Reflex 20, Will 22 Perception+6, Low-light vision
Speed 6
Resist 9 Fire (5 + 1/2 L)
Infernal Glower (At-Will), Fear
Ranged 10, Target: one creature
Attack: +11 vs Will
Hit: 1d8 +9 damage, and Bita-Bousseh slides the target 3 squares
Hell's Dark Promise (At-Will), Charm
Minor Action
Attack: Ranged 10 (one creature), +11 vs Will
Hit: Bita-Bousseh slides the creature 3 squares.
Infernal Wrath (Recharge 4,5,6), Fire
Free Action Close burst 10
Trigger: An enemy within 10 squares of her hits Bita-Bousseh.
Target: The triggering enemy in the burst
Effect: The target takes 1d6 +7 fire damage, and the target grants combat
advantage until the end of its next turn.
There Will Be Order
Immediate Reaction (Encounter)
Trigger: Bita-Bousseh or an ally within 5 squares of Bita-Bousseh is bloodied
or knocked unconscious.
Effect: Bita-Bousseh or the ally spends a healing surge and gains an additional
1d6 hit points and saves against 1 effect that a save can end and shifts 3
squares, ignoring difficult terrain.
Lawyer's Dodge
Move Action (Encounter)
Effect: Bita-Bousseh shifts 3 squares and can shift through difficult terrain
until the end of her next turn.
Languages Common, Supernal
Acrobatics +6 (Escape), Bluff +13, Insight +11, Stealth +8
S 11 (+4) D 14 (+6) W 14 (+6)
C 12 (+5) I 16 (+7) C 14 (+6)

Hazard
A Dog Named Hazard Level 8 Brute
Medium natural beast (animal) XP 300
HP 71; Bloodied 35; Surge Value 17; Healing Surges
11 Initiative +6
AC 21, Fortitude 21, Reflex 19, Will 18 Perception+11
Speed 6
Standard Actions
(⚔) Bite ✦ At-Will
Special: Hazard cannot use this attack while Savage Protector is enabled
Attack: Melee 1 (one creature); +13 vs. AC.
Hit: 1d10 + 9 damage, or 2d8 + 10 damage while the dog is within 2 squares
of an ally.
Minor Actions
Rabid Lunge ✦ Encounter
Effect: The reach of Hazard’s Melee powers increases to Melee 2 until the
end of his next turn.
Savage Protector ✦ Encounter
Effect: Hazard gains +2 Armor Class, cannot use Bite, gains Snarl and Snap
and Harrier. This Effect can be ended with a Minor Action.
Standard Actions
(⚔) Snarl & Snap ✦ At-Will
Special: Hazard must enable this power through Savage Protector
Attack: Melee 1 (one creature); +13 vs. AC.
Hit: 1d8 + 9 damage
Effect: Hazard marks the target until the end of Hazard’s next turn.
(⚔) Harrier ✦ At-Will
Special: Hazard must enable this power through Savage Protector
Trigger: An enemy that is marked by Hazard and is adjacent to it shifts or
makes an attack that doesn’t include it as a target.
Attack (Immediate Reaction): Melee 1 (the triggering enemy); +13 vs. AC
Hit: 1d8 +9 damage, and Hazard slides the target 1 square.
Skills Athletics (Escape) +13, Perception +11
Str 18 (+8) Dex 14 (+6) Wis 14 (+6)
Con 14 (+6) Int 10 (+4) Cha 11 (+4)
Equipment: Sigil of Companionship (Heroic Tier)
Sigil of Companionship Level 6 Uncommon Companion Item
The medal, which can be strapped to a leg or hung around a neck, signifies
the depth of experience you and your companion have working together.
Property
When you flank an enemy with your companion, you and your companion
gain a +1 item bonus to damage rolls against that enemy.
 
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* Extended Rest Recharge

Goal: Outrace the bladeling legions from Dolg Hana to the capital gates (6 successes) and attain audience with the Empress (10 successes).

Complexity 4, Level +3 Challenge (DCs 13, 19, 27 and vs NAD 23/24, vs AC 25/27)

4 Secondary Skills @ Easy DC

4 Advantages to either refresh exhausted Primary Skill Training or wager vs Hard DC for 2 x successes.

0 Successes (3 Hard DC Available)/0 Failures/4 Secondary Skills Available/4 Advantages Available




The coming dawn illuminates the eastern horizon. The radiant light spills north and south along the distant meridian. One way reveals standards, smoke from campsites, draft animals, war-machines, and endless legions. The southerly way to Bantouk is across a dry, parched badlands of sandstone and blood-red rock.

Bita-Bahlin snickers as you look across the southern high desert in the morning light.

“You know…the colossal desert worms don’t just haunt the canyons. There is a particularly massive one that lays claim to most of that territory.

The legions have dealt with them in their past crusades against Bantouk. You hear that trumpeting <right on cue there is an enormous bellow from the encampment to the north>? Those are Muhktar. A great duck-billed lizard with a crested head that walks on hindlegs where the bladelings call home. Good eating for the desert worms…

You all should sneak into their camp, take one and bait the desert worm!”





Obviously, Bita-Bahlin is hoping you do something foolish and get yourselves caught by The Legions.

Do you sneak in to attempt to steal a Muhktar? Just the sneaking in will be HARD DC. We’ll resolve the getting it out of the encampment without it making a fuss after that first move. Failure will absolutely bring about a small skirmish with the horde. However, if you get the Muhktar, the baiting the desert worm and resolving that obstacle will be at MEDIUM DC. If you just try to cross its territory undetected now, tell us how you do it (open badlands, stone buttes, cracked fissures snaking across the land, circling carrion birds) and make a move at HARD DC. Failure = skirmish with the desert worm!
 
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Nephis

Adventurer
In the brief silence that follows the tiefling's taunting suggestion, PA'AVU kneels on the sand and places one of her great hands on the desert floor, the better to "hear" the movement of beasts and their ilk. So intent is she on discerning sounds of creatures far away that the Goliath barely registers any movement close by until there is the distinct sound of a face being slapped. Pa'avu spares a quick glance upward and witnesses Bita-Bousseh standing before her brother, uttering something surely unflattering in an unknown tongue, before spitting at his feet and turning away.

Returning to her task at hand, the warrior closes her eyes to more fully enter into Stoneroot's Blessing and read the signs the earth gives her, both hands flat against the sand. Chanvati stands beside her kneeling figure and - as usual - declares that consulting his accumulated learning will aid their journey, as he begins to expound upon his years of study and vast stores of knowledge. Pa'avu is prepared to let his words wash over her as so much desert wind and not be distracted from her task, but today the words of her Gosb'tar seem less superfluous than usual and paint a picture through which she can read the landscape while discerning its secrets.

"Unless I am mistaken," begins the Merchant-Prince, "these are the very Blighted Lands from which hailed Lo-Kag, legendary Goliath companion to Genga. Though The Fables of Genga lingers on the duo's avoidance of these barren lands during the Race of a Thousand Heroes, your ancestors had deep roots to this place, Pa'avu, with Lo-Kag travelling from here to Bantouk in his youth. Perhaps you can tap in to that connection and lead us home."

His Sahtree smiles to herself, for he has not noticed that she is already doing so. In fact, as she opens her eyes - keeping her focus soft - Pa'avu begins to sense through his words a psionically-induced picture of the old routes which still remain: ground firm enough to hold cattle-drawn siltrunners across the desert, paths through fissures avoiding dangerously loose sand, and so forth.




We are wagering an Advantage for possible 2 Successes

Chanvati makes a Secondary Skill History check: +14 vs. 13 Easy DC for +2 and an Augmented Adept's Insight: r(4) + 1 =5 for +5 and

Pa'avu uses Earthen Renewal (Encounter Power; lose 1 Healing Surge) to draw upon Stoneroot's Blessing and see her way through disaster, for +2 to her

Primary Skill Nature check to safely navigate the Worm's territory: r(8) + 11 + 2 + 5 + 2 = 28 vs. 27 Hard DC. Success = 2 Successes.
 
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2 Successes (2 Hard DC Available)/0 Failures/3 Secondary Skills Available/3 Advantages Available




The way out of The Blighted Lands is a gentle but long escarpment that empties the quad of heroes into a high pass. The first leg was filled with tension and brutally hot. Here, in the brief highlands of this place, wind-swept sand and scree pelts the group with incredibly severity, like angry spirits intent on forcing them back the way they came. It stings the skin and it threatens the lungs. While the legs are weary and the sun has well begun its journey toward the western horizon, there is no time for rest; the Bladeling legions will be fully on the march, a relentless force of primordial fury flowing across the land like a lavaflow.

The rising stone faces on either side of the base of the narrow pass show no discernible caves to duck into for egress from the sudden silt and sandstorm. Meanwhile, the eastern wall shows signs of petrified remains, still bound to the rock in stone spider silk; a kill somewhat fresh. Where there is a kill, that means there is a lair somewhere not far above on that eastern side...if you're willing to face the Stone Spider denizen(s) that occupy it. Their cavernous entrances above are camouflaged by their stony silk...until prey huddles close to that eastern wall, the best respite vs the harsh winds when navigating the pass, and is descended upon from above...

In the distance...somewhere beyond the pass...a signal fire must loom as great plumes of smoke are shaped for the Bladeling expeditionary force ahead to signal to the primary host...





What do you do? If you use that eastern wall (where the stone spiders lair) to just push forward into the pass, the wind and scree and sand will be buffered. MEDIUM DC but failure means you're in a combat with the Stone Spiders with their trap set (hindering terrain feature); they'll take +2 Initiative. If you push on and steer clear of that eastern side, then its at the HARD DC, but failure consequence won't mean a conflict with the spiders. But all members will be attacked vs Fort with Siltlung Disease on a failure.

If you try to locate the spiders' den and use it, you'll have to get some elevation and then locate it (one of those two will need to be a Secondary Skill and the other Primary; MEDIUM DC; failure here would mean Siltlung Disease attack due to exposure and an immediate, subsequent HARD DC obstacle with the spiders being on notice of potential prey...while you're in a precarious position navigating the vertical face about 30 feet up). Success and you'll then have to deal with the spiders within, but you'll have the drop on them (+2 Initiative for you) and they won't have the hindering terrain feature for their ambush. Once cleared, you can hunker down for a moment and wait out the brief storm.

If you've got something else in mind, we'll handle it depending on what you've got in mind.
 

Nephis

Adventurer
We are choosing to locate the Spiders' den.




PA'AVU takes a moment to study the cliff face, planning her climb. Sharing her proposed route with her companions while she retrieves her climbing tools from her pack, giving the spare tools to her Gosb'tar, she quietly growls, "I'll give a signal to begin once I've located the entrance to one of the caves." A quick but discerning glance at her Hound reveals the exhaustion he is experiencing after their trek across this hot desert terrain. He will find this climb too difficult, she realizes, so the Goliath lifts Hazard to carry him on her strong shoulders and begins her ascent.

After climbing about 40 feet upward, Hazard's weight heavy but somehow comforting across her shoulders, she perceives a slight difference in the color of the cliff's stone. There, she thinks to herself, that's the entrance we're looking for. Looking downward and catching Chanvati's eye, Pa'avu points out her goal with her chin. At his nod, the Goliath carefully makes her way in that direction.

In his usual fashion, the Merchant Prince makes a flowery gesture indicating that his consort should precede him. A good thing, that suggestion, for not 20 feet into their climb, she misses her footing, allowing him the privilege of catching her heroically, aiding her for the rest of their ascent and - due to his magical bracers - easily dragging her blinded brother along by the leash around his neck, by which he is bound.




* Pa'avu makes a Secondary Perception check: r(9) + 11 = 20 vs 13 Easy DC = +2 to Pa'avu's succeeding Primary check

* Group Primary Athletics check: Bita-Bousseh: r(9) + 5 = 14 vs 19 Moderate DC. Failure; Chanvati: r(20) + 11 (Bracers of Mental Might) + 2 (Climbing Gear)= 33 vs 19 Moderate DC = Success; Hazard: r(1) + 13 = 14 vs 19 Moderate DC = Failure; Pa'avu: r(6, 9/Powerful Athlete) + 14 + 2 (Climbing Gear) + 2 (Secondary Skill) = 27 vs 19 Moderate DC = Success. 2 out of 4 Successes in Group check = Success.
 
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3/10 Successes (2 Hard DC Available)/0 Failures/2 Secondary Skills Available/3 Advantages Available

As the heroes worm their way through the small entrance in the stone, they're spilled out into the den of pair-bonded High Desert Stone Spiders and their Broodlings! Luckily, they've briefly caught the spiders off guard because it takes some cajones to assault stone spiders in their lair!

Pick 3 characters and place them in squares A8 - 11. +2 to you guys' initiative for this coming combat. Clearing out the Stone Spider Nest (Level +2 combat) to hunker down will earn you 1 successs against the Medium DC.

Chanvati: A10
Hazard: A9
Pa'avu: A11





MECHANICS

Light
- Sunlight pours through a chimney in the ceiling above the pool, but it spills only one square adjacent. Without Lowlight Vision, all other squares provide concealment to creatures.

Cocoon/husks - Squares A12, B6/7, D6/7, J7, M6, N6 are all Hindering Terrain filled with sticky, skin hardening stone spider silk. Squares are difficult terrain. A creature without Spider Climb that starts its turn in a cocoon/husk square is immobilized (Escape DC 20) until the end of its turn, upon which time the cocoon/husk is destroyed.

Blessed Mineral Pool - Challenging Terrain as it is a knee to thigh deep. Treat as Difficult Terrain or attempt an Acrobatics Easy DC or Athletics Medium DC to traverse; failure = fall prone. Stone Spiders find this terrain particularly troublesome and take 5 damage if they start their turn in a square and +5 DC to traverse. Further, its restorative effects will provide +5 saving throws vs Stone Spider effects to a creature in a square. Can be stunted with.

Landings (northern sections of map) - Without a climb speed, treat traversing the 10 feet high, successive elevation applies normal climb rules (Medium DC) and Acrobatics to hop down (Easy DC).

Earthen Fixture (F/G 7/8) - Blocking Terrain. Cover vs Ranged. Can be stunted with.

Stone Spider Broodlings (Minions, Brute) - HP 1; a missed attack never damages a minion. AC 20, Fortitude 21, Reflex 20, Will 18

High Desert Stone Spider (Elite, Controller) - HP 178; Bloodied 89 AC 22, Fortitude 20, Reflex 21, Will 19

INITIATIVE

Stone Spider Broodlings (Minions) 21
Hazard r(9) +6 +2=17
Pa'avu r(5) +9 +2=16
Bita-Bousseh: r(9)+6=15
High Desert Stone Spider 15
Chanvati r(3) +6 +2= 11




1692498904271.png


ROUND 1




CHANVATI withdraws the Floating Lantern for which he traded his magic brooch to the Siltrunner Elves and directs its magical glow into the cave. Some sticky cocoon is afixed to the wall near the entrance, almost as if in warning.

Hazard sniffs the air and emits a low, rumbling growl.

"The pup seems reinvigorated by a bit of excitement, eh, Pa'avu?" the Psion quips.

The Goliath grunts a wordless reply and unsheathes her greatsword from its scabbard.

"Guard our captive, Beets," Chanvati continues, halting the Tiefling's progress short of the entrance.

She gives a tug of the leash about her brother's neck and he stumbles, hands bound again after the climb, to his knees at her feet. "Happy to oblige!"

As soon as she sees the spiders, PA'AVU's skin crawls - not only with the memory of her various interactions with them in the past. No, her skin literally crawls with a visceral understanding of how they are: in life, in battle, in death. She breathes in and settles into her understanding for a moment. Then she shares her new knowledge with her companions.


* No Action: Monster Knowledge (Nature) checks: vs. Big Spiders: r(16) + 11 = 27 (Succeeds vs Hard DC) vs. Little Baby Spiders (TM): r(10) + 11 = 21 (Succeeds vs Medium DC).

High Desert Stone Spider (x 2)
Large natural beast (earth, spider)
Level 8 Elite Controller XP 700
HP 178; Bloodied 89 Initiative +8
AC 22, Fortitude 20, Reflex 21, Will 19 Perception+9
Speed 6, climb 6 (spider climb)Tremorsense 5
Saving Throws +2; Action Points 1

Standard Actions
(⚔) Exhausting Bite (necrotic, poison) ✦ At-Will
Attack: Melee 2 (one or two creatures); +13 vs. AC
Hit: 1d8 + 5 necrotic damage, the target slides 2 squares and takes ongoing 5 poison damage (save ends).
Failed Saving Throw: The target takes -2 Fort def (save ends).

Petrifying Spittle (earth, poison) ✦ At-Will
Attack: Ranged 10 Area Burst 1 (enemies in the burst); +11 vs. Fort
Hit: Ongoing 10 poison damage (save ends).
1st Failed Saving Throw: The target is dazed and slowed (save ends both).
2nd Failed: The target is stunned (save ends)
3rd Failed: The target is petrified (no save)

Minor Actions
Malaise Chitter (psychic) ✦ At-Will
Attack: Close Burst 5 (one creature); +11 vs. Will
Hit: 2d6 + 5 psychic damage, and the target takes -2 to saving throws UtEoSSNT.

Athletics +13

Stone Spider Broodling x 4, Small natural beast (earth, spider), Level 8 Minion, Speed 6, climb 6 (spider climb) Tremorsense 5, Trait Brood Swarm, Poison keyword attack.




The STONE SPIDER BROODLINGs skitter across the floor, reflexively understanding that, for once in their brief lives, the tables have been turned on the predator: prey relationship!

Pedipalps attempt to rend and tear while fangs probe armor for tender bits to sink into! The heroes are surrounded by a swarm of broodlings (oh noes!..how will they ever survive!)!


SSB (B4)

* Move Action: B4 to D8 (climb speed).

* Standard Action: Charge to B10 and MBA Bite (M1) vs C's AC: r(16) +13 +1 (charge) = 30; Hit. 10 poison damage to C.

(⚔) Bite (poison) * At-Will
Attack: Melee 1 (one creature); +13 vs. AC
Hit: 10 poison damage.


SSB (E4)

* Move Action: E4 to E8.

* Standard Action: Charge to B9 and MBA Bite (M1) vs H's AC: r(1) +13 +1 (charge) = Auto-miss.


SSB (F6)

* Move Action: F6 to B11.

* Standard Action: Pedipalp Flay (M1) vs C Ref; r(9) +11 +2 (Brood Swarm) = 22; Hit. 7 damage to C and 3 damage to P.

Brood Swarm
A stone spider broodling gains a +2 bonus to attack rolls against targets that are adjacent to two or more allies.

Pedipalp Flay ✦ At-Will
Attack: Melee 1 (one creature); +11 vs. Ref
Hit: 7 damage and each adjacent enemy takes 3 damage.


SSB (F12)

* Standard Action: Charge to B12 and MBA Bite (M1) vs P's AC: r(9) +13 +1 (charge) +2 (brood swarm) = 25; Hit. 10 poison damage to P.


LOCATION: B9, B10, B11, B12
DAMAGE TO ENEMIES: 17 damage to C (10 poison), 13 damage to P (10 poison).
CURRENT BUFFS: Brood Swarm; +2 bonus to attack rolls against targets that are adjacent to two or more allies.




As dog-sized spiders suddenly surround them, bear-sized HAZARD feels his protective instincts fall in with lightning quickness. His heat exhaustion evaporated, the Hound savagely rips apart the one in front of him, moving to stand over his carapace and daring any others to face him.

* Minor Action: Activate Savage Protector stance (gain +2AC and Snarl & Snap).

* Standard Action: Snarl & Snap vs. Minion (B9): r(14) + 13 = 27 vs. 22 AC. Killed.

* Move Action: Shift 1 square to B9.

LOCATION: B9
DAMAGE TO ENEMIES: Minion B9 killed.
CURRENT HIT POINTS: 71/71
CURRENT BUFFS: Savage Protector: +2AC
SURGES: 11/11




PA'AVU tries to shake the poison fog from her brain from the spiders' attack before attempting to fight back.

Is it Velmech'ti missing her target that enrages the goliath? Or her own body's reaction to the poison coursing through her blood that releases it all?

Regardless the cause, the result is this: her stone spider tattoo breaks open - releasing antivenom into her bloodstream and Pa'avu's muscles swell, her eyes literally see red, and Velmech'ti finds her target this time ... and then some.


* Standard Action: Thundering Howl (Encounter) vs. Minion (B11): r(3) + 15 = 18 vs. 22 AC. Miss

* Minor Action: "take out" antivenom tattoo

* Minor Action: "activate" antivenom: +2 to Saves vs. Poison until end of Encounter

* Free Action: Action Point for Standard Action: Rage of Crimson Hurricane: ClBu 1; each enemy in burst: B10: r(14) + 15 = 29. Hit/Killed; B11: r(10) + 15 = 25. Hit/Killed; B12: r(2) + 15 = 17. Miss. Effect: Each target takes ongoing 5 damage (save ends). You enter the rage of the crimson hurricane. Until the rage ends, the first time you hit an enemy with a primal melee power each turn, each enemy adjacent to you after the attack is resolved takes damage equal to your Strength modifier (4).

LOCATION: A11
DAMAGE TO ENEMIES: Minions in B10 & B11 Killed.
CURRENT HIT POINTS: 60/73
CURRENT BUFFS: +2 Save vs Poison; Rage of Crimson Hurricane
SURGES: 10/11




The pair-bonded HIGH DESERT STONE SPIDERS register the threat to their brood and their lair and scurry into action. One harangue's Hazard with disorienting chitter, petrifying spittle and an eight-legged charge with fangs and legs on the business end. Hazard ends up ensnared in a sticky cocoon as the trusty dog fends off the assault with snarls, snapping muzzle, and sheer determination.

The second large spider scuttles to the stony formation mid-chamber, rears and lets loose multiple volleys of poisonous, petrifying spittle upon Chanvati and Pa'avu!


S1

* Move Action: Move I5 to E5.

* Minor Action: Malaise Chitter (CBU5; one creature) vs H's Will: r(7) + 11 = 18; Hit. r(2, 3) +5 = 10 psychic damage and H takes -2 to saving throws UtEoSSNT.

* Standard Action: Petrifying Spittle (R10 ABU1; enemies) on B10 vs H/C/Ps' Fort: r(16, 5, 3) +11 = 27, 16, 14; Hit H, Miss C/P. H takes 10 OG poison (save ends); see subsequent failed saving throw effects above.

* Action Point (for Standard Action): Charge to D7 MBA Exhausting Bite vs H/Cs' AC: r(20, 7) +13 = Crit H, Miss C. H takes 13 necrotic damage, slides 2 squares and takes ongoing 5 poison damage (save ends). Slides to Hindering Terrain Cocoon in B7; Saving Throw r(8) Fails so enters Hindering Terrain; H immobilized (Escape DC 20) until the end of its next turn, upon which time the cocoon/husk is destroyed.


S2

* Move Action: Move N4 to I7.

* Standard Action: Petrifying Spittle (R10 ABU1; enemies) on B10 vs C/Ps' Fort: r(5, 2) +11 = 16, 13; Miss both.

* Action Point (for Standard Action): Petrifying Spittle (R10 ABU1; enemies) on B10 vs C/Ps' Fort: r(15, 12) +11 = 26, 23; Hit both. C, P take 10 OG poison (save ends); see subsequent failed saving throw effects above.

PETRIFYING SPITTLE VS P TRIGGERS C'S POWERFUL WARNING (Immediate Interrupt)

CHANVATI observes the first stone spider unleashing its spittle upon Pa'avu's loyal hound, so when the second arachnid skitters forward, the Merchant-Prince has just enough time to warn his bodyguard of the incoming attack. Alas, his own warning does him no good.

Trigger (Immediate Interrupt): An ally within 5 squares of you is hit by an enemy.
Target: The triggering ally in burst
Effect: The target gains a +2 bonus to all defenses against the attack. The target can make a MBA against the enemy as a free action. P's Fort 22 --> 24. Attack Misses P. Negates OG poison damage and downstream effects.


LOCATION: S1 in D7, S2 in I7
DAMAGE TO ENEMIES: H takes 10 psychic damage + 13 necrotic damage for 23 total damage.
CONDITION TO ENEMIES: H in Hindering Terrain Cocoon in B7; immobilized (Escape DC 20) until the end of its next turn, upon which time the cocoon/husk is destroyed. H takes -2 to saving throws UtEoSSNT. H and C take 10 OG poison (save ends); see subsequent failed saving throw effects above.
CURRENT HIT POINTS: S1 @ 178/178, S2 @ 178/178
CURRENT BUFFS: S2 has Cover or Superior Cover (TBD origin of attack) vs Ranged Attacks due to Blocking Terrain.




The Merchant-Prince wards off the broodling and its snapping/flailing bite and pedipalp attack as best he can until his bodyguard can dispatch their foes. Then CHANVATI advances into the cave, along its southern boundary, and releases his newly-acquired magical lantern. It hangs there, motionless, in the stale air. That's when the poison from the adult spider's spittle begins to hit him. A burning sensation at first that quickly gives way to a chilling of his blood.

Regardless, this is no time for infirmity but of action! He binds the spider threatening Hazard to his telekinetic grasp and skids the beast across the floor, first into its mate with a concussive thud, then into the murky pool lit by sunlight above. Chanvati then turns space inside out, though his assault catches only the prone arachnid in the pool in its unfolding.

With a deep breath, he staves off the worst of the poison coursing through his veins.


* Starts turn: takes 10 OG poison damage (BLOODIED)

* Move: A10 to F12

* Free: release lantern to hover in F12

* Standard: Living Missile vs S1, r(19) +12 =31 vs 20 Fort. Hit. S1 Immobilized (SE).

* Minor: Living Missile Attack vs S2. Effect: Slide S1 to L9. Atk vs S2, r(2) +12 =14 vs 21 Ref. Miss. On a miss, half damage to S1 r(6,1) +6=13/2 =6 damage and S1 falls prone.

* AP for Standard: Dimensional Scramble ABu 1 on J8. ATK vs S1, r(8)+12=20 vs 20 Fort. Hit. ATK vs S2, r(6)+12=18 vs 20 Fort. Miss. r(6)+6 =12 damage to S1 and teleported to L8.

* Ends turn: Save vs OG poison damage, r(16). Makes save.

LOCATION: F12, S1 in L8 (in Blessed Mineral Pool)
DAMAGE TO ENEMIES: 18 damage to S1
CONDITIONS TO ENEMIES: S1 prone and Immobilized (SE)
CURRENT HPS: 25/52 (BLOODIED)
CURRENT BUFFS: na
SURGES: 7/7
POWER POINTS: 5/5




S1: 160/178 Prone, immobilized (SE), 5 damage ABoT/CT.

S2: 178/178

1692699377864.png


ROUND 2




The remaining STONE SPIDER BROODLING probes with pedipalps to steady Pa'avu for a deployment of fangs, but the hulking goliath easily fends off the oversized arachnid.

SSB (B12)

* Standard Action: Bite (M1) vs P's AC: r(7) +13 = 20. Miss.

LOCATION: B12
DAMAGE TO ENEMIES: na




The poor beleaguered hound is somehow able to wrestle himself free from the sticky substance and stumble in a trajectoryto meet his Beloved. But that seems all HAZARD can do, as the dizziness from the poison leaves him dazed.

* Take 10 OG Poison Damage (SE)

* Move Action: Escape DC 20: r(8) + 13 = 21. Success. Escapes Immobilized and shifts 1 sq to C6.

* Move Action: 6 squares to H6 (circling from H5 to avoid OA).

* End of Turn: Save vs Poison; (r2); Fails. Now dazed and slowed (SE)


LOCATION: H6
CURRENT HIT POINTS: 38/71
CURRENT DEBUFFS: 10 Poison OG, dazed, slowed (SE)
SURGES: 11/11




Taking a moment to assess their situation, its advantages and disadvantages, not to mention focus and utilize her rage of Crimson fury, PA'AVU shifts away from the small but dangerous arachnid and draws protection from her l'pahb'gin.

Her heightened senses making her alert to strategic nuance, the goliath immediately senses the need of going after the bonded pair. She also smiles grimly as she notices that here - unlike several of their previous skirmishes - she has room to maneuver. Perhaps they would not die here, on this fateful day.

She swiftly charges forward to attack the spider floundering in the water. Pa'avu throws her rage into Velmech'ti, and the sword duly answers the challenge, with both small slices and deep cuts, shoving both spiders deeper into the water.


* Minor Action: Stone's Endurance (Encounter): Resist 5 All UEoPNT

* Move Standard: Shift 1 Square to B10

* Standard Action: Howling Strike as Charge using Vanguard Weapon: Move 8 (Raging) to J9; ATK vs. S1/22 AC; r(15) + 15 + 2CA (Prone) = 32. Hit; Damage: r(1) + r(1) + r(1)VW + 6 = 9; Crimson Rage: Until the rage ends, the first time you hit an enemy with a primal melee power each turn, each enemy adjacent to you after the attack is resolved takes damage equal to your Strength modifier (5): Damage to S1 & S2: 5

* No Action: Iron Wolf Charge (Encounter): Trigger: hit with Charge Attack: Damage to S1: r(2); ATK ClBu 2 vs 19 Will: S1: r(18) + 11 + 2CA = 31; S2: r(9) + 11 = 20. Both Hit. Push 2 Squares: S1 to N9, S2 to K5, and both = -2 ATK UEoPNT

* No Action: Wolf's Bound (Encounter): Trigger: Hit with Melee ATK: S1 = Prone & Pa'avu Shifts 3 Squares to I6 (No OAs); ATK vs. S2/22 AC using Ki: r(20) + 15 = 35/Critical. Hit. Damage: r(10,10) + 2 = 22 + VW Damage r(6) = 28


LOCATION: I6; S1: N9; S2: L7
DAMAGE TO ENEMIES: S1: 14; S2: 33
CONDITIONS TO ENEMIES: S1 Prone, -2 ATK UEoPNT; S2: -4 ATK UEoPNT. Both S1 and S2 in Blessed Mineral Pool Terrain Effect.
CURRENT HIT POINTS: 60/73
CURRENT BUFFS: Resist All 5 UEoPNT
SURGES: 10/11




The HIGH DESERT STONE SPIDERS desperately fight off the stinging mineral water and to reorient themselves after the assault. One of them finds their way out of the terrible water, but the other hisses and chitters as the its stone-furred, spindly legs remain embroiled.

Chittering, rain of poisonous spew, and fangs assail the heroes who desperately find off the onslaught of disoriented spidery attacks. The momentum of the deadly conflict still hangs in the balance!


S1

* Beginning of Turn: Takes 5 damage from Blessed Mineral Pool.

* Move Action: Stand from prone.

* Minor Action: Malaise Chitter (CBU5; one creature) vs P's Will: r(20) + 11 -2 (IWC) = CRIT. r(6, 6) +5 = 17 (-5 Resist All) = 12 psychic damage and P takes -2 to saving throws UtEoSSNT.

* Standard Action: Petrifying Spittle (R10 ABU1; enemies) on F12 vs C's Fort: r(8) + 11 -2 (IWC) = 15; Miss C.

* End of Turn: Save vs Immobilized; (r1) +2 = Fails.


S2

* Beginning of Turn: Takes 5 damage from Blessed Mineral Pool.

* Minor Action: Malaise Chitter (CBU5; one creature) vs H's Will: r(4) + 11 -2 (IWC) - 2 (WB) + 2 (CA) = 13; Miss.

* Move Action: Accept Difficult Terrain of Blessed Mineral Pool rather than Athletics DC 21 to traverse normally. 3 squares to I7 (circling to avoid OA).

* Standard Action: Exhausting Bite vs H/Ps' AC: r(12, 10) +13 -2 (IWC) - 2 (WB) (+2 vs H for CA) = 23, 19. Hit H, Miss P. r(6) +5 = H takes 11 necrotic damage, slides 2 squares (no slide) and takes ongoing 5 poison damage (save ends); already has 10 OG poison (SE) so no further effect (BLOODIED).


LOCATION: S1 in N9, S2 in I7
DAMAGE TO ENEMIES: P takes 12 psychic damage. H takes 11 necrotic damage.
CONDITION TO ENEMIES: P takes -2 to saving throws UtEoSSNT.
CURRENT HIT POINTS: S1: 139/178. S2: 140/178
CURRENT DEBUFFS: S1; Immobilized (SE), -2 ATK UEoPNT, 5 damage ABoT/CT. S2; -4 ATK UEoPNT.
CURRENT BUFFS: S2 has potential Cover (TBD origin of attack) vs Ranged Attacks due to Blocking Terrain.




Though his family's traffic in phase spider silk has long acclimated him to the presence of overlarge arachnids, CHANVATI also recognizes the danger of this situation. Death by spider is a very real possibility!

With that, he steels himself for the remaining battle, reminding himself of Genga's heroic battles against hordes of the foe, her magic spear whirling like the arms of a windmill to keep the creatures at bay, and so he takes further heart.

Stepping into the cave a bit further, the better to direct his psionic assault without obstacle, he considers his targets carefully, and hopes to take an opponent off the board.

Two grasping mental constructs, very much in the shape of some great giant's paw, seize the broodling and the adult assailing his companions. With a crunch and a great squish, the broodling is no more, while the adult is held firm in the shimmering grasp of the Psion's creation.


* Minor: Inspiring Word on self, spend Surge and heal r(1) additional HPs. Regains 14 HPs.

* Move: Shift F12 to G12

* Standard: Force Grasp AUG 2 vs M and S2. Free Action: Adept's Insight AUG 1 on ATK vs M. r(13) +12 +r(3) +1 = 29 vs 21 Fort. Hit. Killed. ATK vs S2, r(10) +12 = 22 vs 20 Fort. Hit for r(3,5) +6 =14 damage and Immobilized UEoCNT.

LOCATION: G12
DAMAGE TO ENEMIES: M killed, 14 damage to S2
CONDITIONS TO ENEMIES: S2 Immobilized UEoCNT
CURRENT HPs: 39/52 (no longer bloodied)
CURRENT DE/BUFFS: na
SURGES: 6/7
POWER POINTS: 2/5




S1: 141/178 Immobilized (SE), -2 ATK UEoPNT, 5 damage ABoT/CT.

S2: 126/178 -4 ATK UEoPNT, Immobilized UEoCNT

1692850253626.png


ROUND 3




Hazard struggles to keep focused and on his feet, but then a firm hand lands on his shoulder, staying his actions. His Beloved, beyond words in her incandescent rage, growls gently, and the vibration on this reverberates through his bloodstream. The Hound closes his eyes as he can feel cuts knitting their edges together as he pauses in his actions, following Her lead.

PA'AVU, satisfied that her Hound will wait, gathering his resources together, is all Instinct, no more useless words. Her feet slide her to a strategic position which allows Velmech'ti to deliver a harsh, deep cut. And then, as if her Instinct is focused still more sharply, the goliath's feet repeat their maneuver, with a similar but even more strategic result.

"There you go, my sweet Boy, I've served it to you on a platter" are the words she would have used ... if words weren't useless to her right now. Instead, Pa'avu gestures with her chin at the spider with a short grunt. Her Hound understands.


* Minor Action: Iron Resurgence on Hazard: H loses 1 Surge, spends 2 Surges for 34 HP & 8 THP

* Standard Action: Pressing Strike vs S2/22 AC: Shift up to 2 squares before ATK to J8; ATK w/Ki Focus: r(8) + 15 = 23 vs AC 22. Hit; Damage: r(4) + r(6)(Raging) + 7 + 5 (Crimson Rage, 1st Primal of turn) = 22 Damage

* Minor Action: Ki focus daily power: additional At-Will vs target already hit: Pressing Strike vs. S2: Shift to I9; ATK: r(9) + 15 = 24. Hit; Damage: r(10) + r(5)(Raging) + 7 = 22 Damage (BLOODIED). TRIGGER Thunderborn Wrath : Free Action: ClBu 1; Trigger: Once per round when your ATK bloodies an enemy: Each enemy in the burst; Effect: Each enemy adjacent to you takes +3 thunder damage (equal to P's Con modifier).

LOCATION: I9
DAMAGE TO ENEMIES: 47 to S2
CONDITIONS TO ENEMIES: n/a
CURRENT HIT POINTS: 48/73
CURRENT DE/BUFFS: Resist 5 All ends, -2 to saving throws UtEoSSNT, +2 Saves vs. Poison continues (Antivenom)
SURGES: 10/11




HAZARD still feels the dizziness of spider poison coursing through his blood, but his Beloved has given his body and soul new strength. With all the energy he can muster, he snaps at the carapace of the large spider standing between him and his Giant.

Is this why his dizziness fades away? Does the carapace contain an antidote?


* Takes 10 OG Poison Damage, Dazed & Slowed

* Single Action: Standard: Snarl & Snap vs S2/22 AC: r(13) + 13 = 26 vs. 22 AC. Hit; Damage: r(2) + 9 = 11 Damage. S2 marked by H UtEoHNT.

* Save vs OG Poison, Dazed & Slowed: r(17) = Success

LOCATION: H6
DAMAGE TO ENEMIES: 11 to S2.
CURRENT HIT POINTS: 51/71 and 8 THP
CURRENT DE/BUFFS: no longer has 10 OG Poison, no longer Dazed or Slowed, now flanking with Pa'avu, so Sigil of Companionship will kick in. S2 marked by H UtEoHNT.
SURGES: 8/11




The last of the broodlings perishes, but the HIGH DESERT STONE SPIDERS alien minds know that so long as they drive off their enemy, they can always make more broodlings! To that end, they muster all of their arachnid might!

S1

* Beginning of Turn: Takes 5 damage from Blessed Mineral Pool.

* Minor Action: Malaise Chitter (CBU5; one creature) vs P's Will: r(17) + 11 = Hit. r(4, 2) +5 = 11 psychic damage and P takes -2 to saving throws UtEoSSNT.

* Standard Action: Petrifying Spittle (R10 ABU1; enemies) on G12 vs C's Fort: r(16) + 11 = 27; Hit. C takes 10 OG poison (save ends); see subsequent failed saving throw effects above.

* End of Turn: Save vs Immobilized; (r20) +2 = Succeeds.


S2

* Minor Action: Malaise Chitter (CBU5; one creature) vs H's Will: r(15) + 11 = 26; Hit. r(3, 3) +5 = 11 -8 THP = 3 psychic damage and H takes -2 to saving throws UtEoSSNT.

* Standard Action: Exhausting Bite vs H/Ps' AC: r(7, 10) +13 (-2 marked vs P) = 20, 21; Miss both.

TRIGGER H'S IMMEDIATE REACTION HARRIER (ENEMY MARKED SHIFTS OR MAKES ATTACK THAT DOESN'T INCLUDE H AS A TARGET). Harrier (M1) vs S2's AC: r(11) +13 +2 (CA) = 26; Hit. r(7) +10 = 17 damage (forgo slide 1 square) to S2.

HAZARD's protective instinct turns the melee between the stone spider and his beloved Pa'avu into a calamity of growls, barks and hisses as the spider nearly has a leg torn off when Hazard intercepts an attack meant for his goliath friend!

LOCATION: S1 in N9, S2 in I7
DAMAGE TO ENEMIES: P takes 11 psychic damage. H loses 8 THP and takes 3 psychic damage.
CONDITION TO ENEMIES: P and H take -2 to saving throws UtEoSSNT. C takes 10 OG poison (save ends); see subsequent failed saving throw effects above.
CURRENT HIT POINTS: S1: 136/178. S2: 51/178
CURRENT DEBUFFS: S1; 5 damage ABoT/CT. S2; Immobilized UEoCNT, marked by H UtEoHNT
CURRENT BUFFS: S2 has potential Cover (TBD origin of attack) vs Ranged Attacks due to Blocking Terrain.




CHANVATI wipes the poisonous spittle from his eyes, his heart turning cold even as the burning sting overtakes him. No! They will not die here, like bipedal insects to these eight legged foes!

Holding his psistaff aloft and touching his free hand again to his temple, he unleashes a torrent of telekinetic force, grasping both spiders once again and holding them fast as he constricts.

Then he approaches the mineral pool, so reminiscent of the healing saunas of Chomrok in which he dallied with Bita-Bousseh, and steps gingerly forward, immersing himself to the knees.

"Find me now, fiends!" he exults to himself and then disappears in a shimmering haze of mental fog. He feels the salutary benefits of the pool's water immediately.


* Starts turn: takes 10 OG poison damage

* Standard: Forge Grasp AUG 2 vs S1, S2 Fort 20, r(18,13) +12 =30, 25. Hits both for r(2,2)+6 force damage and both Immobilized UEoCNT.

* Move: G12 to K10, treating pool squares as DT.

* Minor: Mind Shroud, Superior cover & slowed UEoCNT

* Ends turn: Save vs poison, r(9) +5 (pool's effect) =14. Saves.

LOCATION: K10
DAMAGE TO ENEMIES: 10 damage to S1, S2
CONDITIONS TO ENEMIES: S1, S2 immobilized
CURRENT HPs: 29/52
CURRENT DE/BUFFS: Superior Cover, Slowed
SURGES: 6/7
PPs: 0/5




S1: 126/178 5 damage ABoT/CT, Immobilized UEoCNT

S2: 41/178 Immobilized UEoCNT

1692920353876.png


ROUND 4




Despite her Beloved Hound's harrying of the beast, the Stone Spider's chittering seems to reverberate momentarily in PA'AVU's mind and blood, causing Velmech'ti to hesitate disastrously, missing their opponent entirely.

Then the goliath sneers, teeth exposed, readying to defend herself.


* Standard Action: Resurgent Strike (Encounter): ATK vs. S2/22 AC: r(2) + 15 + 2 CA = 19 Miss.

LOCATION: I9
DAMAGE TO ENEMIES: n/a
CONDITIONS TO ENEMIES: n/a
CURRENT HIT POINTS: 37/73
CURRENT DE/BUFFS: -2 Saves UtEoSSNT; +2 Saves vs. Poison (End of Enc/Antivenom); Sigil of Companionship
SURGES: 10/11




HAZARD gives a startled yelp as he ducks Velmech'ti's swing. Then he savagely snaps at the Spider between himself and his Beloved, drawing its attention with snarling assurance that he will defend her.

* Standard Action: Snarl & Snap vs S2/22 AC: r(3) + 13 +2 CA = 17. Miss. S2 Marked UtEoHNT.

LOCATION: H6
DAMAGE TO ENEMIES: n/a
CONDITIONS TO ENEMIES: S2 Marked UtEoHNT
CURRENT HIT POINTS: 48/71
CURRENT DE/BUFFS: -2 Saves UtEoSSNT; Sigil of Companionship
SURGES: 8/11




Perhaps sensing the tide of the battle turning for the better, but the HIGH DESERT STONE SPIDERS go on the attack harder, the terrible melody from its forelegs playing on its pedipalps assailing Hazard something fierce!

S1

* Beginning of Turn: Takes 5 damage from Blessed Mineral Pool.

* Minor Action: Malaise Chitter (CBU5; one creature) vs C's Will: r(15) + 11 -5 (Superior Cover) = 21; Miss

* Standard Action: Exhausting Bite vs C's AC: r(12) +13 -5 (Superior Cover) = 20; Miss


S2

* Minor Action: Malaise Chitter (CBU5; one creature) vs H's Will: r(20) + 11 = Crit. r(6, 6) +5 = 17 psychic damage and H takes -2 to saving throws UtEoSSNT. (BLOODIED)

* Standard Action: Exhausting Bite vs H/Ps' AC: r(3, 9) +13 (-2 marked vs P) = 16, 20; Miss both.

TRIGGER H'S IMMEDIATE REACTION HARRIER (ENEMY MARKED SHIFTS OR MAKES ATTACK THAT DOESN'T INCLUDE H AS A TARGET). Harrier (M1) vs S2's AC: r(8) +13 +2 (CA) = 23; Hit. r(3) +10 = 13 damage (forgo slide 1 square) to S2.

Despite the chittering onslaught, HAZARD finds a way to rebuke the spider's attack on Pa'avu with furry fury!

LOCATION: S1 in N9, S2 in I7
DAMAGE TO ENEMIES: H takes 17 psychic damage.
CONDITION TO ENEMIES: H takes -2 to saving throws UtEoSSNT.
CURRENT HIT POINTS: S1: 121/178. S2: 28/178
CURRENT DEBUFFS: S1; 5 damage ABoT/CT. S2; Immobilized UEoCNT, marked by H UtEoHNT
CURRENT BUFFS: S2 has potential Cover (TBD origin of attack) vs Ranged Attacks due to Blocking Terrain.




With a veneer of calm frustration that covers his very real panic, CHANVATI exhales, "Must I solve every problem myself?"

With the grace of one trained in the dancing courts of Bantouk's high society, the Merchant Prince, still engulfed in the mind-fogging shroud of his psionic power and knee-deep in the mineral pool, backs towards his beleaguered colleagues.

"End this battle, sahtree!" he bellows. "Strike the spider! Enough!"

And Pa'avu obliges, landing a solid blow that splits the creature's carapace. Not quite a fatal blow. Yet.

In sheer desperation, the psion reaches out with his mind to Bita-Bousseh, beyond the cave's mouth. <<Our situation here grows more challenging than expected. Come immediately, prepared to dispatch spiders!>>


* Starts turn: slowed, Superior cover

* Move: K10 to J10, Acrobatics check to navigate, r(3)+9=12 vs 12 Easy DC. Success.

* Minor: Dragon's Tenacity on self & Hazard

* Standard: Direct the Strike (Ranged 5) on Pa'avu, P makes MBA vs S2, r(14)+15=29 vs 22 AC. Hit for r(3)+7+2 (bloodied)=12 damage.

* Free: Send Thoughts

* Ends turn: in mineral pool, Mind Shroud expires

LOCATION: J10
DAMAGE TO ENEMIES: 12 to S2
CONDITIONS TO ENEMIES: S1, S2 immobilized ends
CURRENT HPs: 29/52
CURRENT DE/BUFFS: Superior cover & slowed both end; C & H have +2 attacks UEoCNT, in mineral pool
SURGES: 6/7
PPs: 0/5




@darkbard requested to bring Bita-Bousseh into the fray in return for the follwing complication and fictional change-of situation regarding Bita-Bahlin; (a) this combat was for 1 success in the Skill Challenge and bringing Bita-Bousseh in will forfeit that to 1 failure for the SC + (b) Bita-Bahlin gets away from the group, runs off into the sandstorm and is received by the Legion of Ruth Expeditionary Force telegraphed (by the signal fires) on the horizon before them. Resolving (b) will entail a follow-on conflict with LoR Expeditionary Force assuming the PC's get a success on their next move after this combat to pursue Bita-Bahlin into the sandstorm:

1) The objective won’t be about winning. The opposition numbers will be too much.

2) I’ll make a combat board with IGT, Bita-Bahlin, and squares required to reach to escape the conflict. If they are able to Grab and Move-With-Grab Bita-Bahlin to those squares, they will escape the conflict with Bita-Bahlin recaptured and 1 success in the SC.




BITA-BOUSSEH receives Chanvati's telepathic cry and releases the leash on her brother.

"Guard him," she orders N'gauthak. "He's wily."

And then she rushes to the cave's mouth and disappears.

But a few heartbeats pulse and then Bita-Bahlin turns his sightless eyes to his new custodians.

"Your Tribe is named the Iron Gorgon. Is not blindness holy to your kind? Will you not show pity to a helpless creature such as what I have become, alone in the desert and sure to die?"

"Alone?" N'gauthak begins, and then the tiefling teleports down the escarpment and makes his way unsteadily through the pass and across the desert sands.

N'gauthak and Or'lia debate this escape for several moments, in their deliberate and considered way. Then they agree that they have been hoodwinked, and so they lead their clanspeople off through the pass and across the plain, sand whipping in the wind, after their captive.

Right into the waiting arms of the Expeditionary Force of the Legion of Ruth.


Initiative for Bita-Bousseh: r(9)+6=15




S1: 121/178 5 damage ABoT/CT

S2: 28/178 Marked UtEoHNT

1693314013848.png


ROUND 5




PA'AVU struggles to hold on to her ability to strategize through the rage coursing through her and turning all she sees ro red. Her attack is thus both controlled and brutal as she shifts position and drives Velmech'ti's point savagely and deeply into the Spider's abdomen before lifting her booted foot to shove its body off her blade.

Gesturing to her Beloved Hound to the far side of their remaining foe, the goliath rushes to place herself where she can best distract their final opponent.


* Standard Action: Pressing Strike vs. S2: Shift 1 square to H9; ATK vs. AC 22: r(8) + 15 + 2 CA = 25 vs. 22 AC. Hit; Damage: r(3) + 2 GoB + 1 SoC + r(2) + 2 GoB + 1 SoC + 7 + 5 RoC = 23 Damage & S2 pushed 1 square to J7

* No Action: Iron Soul Flurry of Blows (Enc): Trigger: you hit with Melee attack this turn: : The target takes damage equal to 2 + your Constitution modifier (3): + 5 Damage. S2 Killed.

* Move Action: 6 squares (4 sq + 1 sq difficult terrain) to L11

LOCATION: L11
DAMAGE TO ENEMIES: 28 to S2, Killed
CONDITIONS TO ENEMIES: S2 corpse cannot shift UtEoPNT
CURRENT HIT POINTS: 37/73
CURRENT DE/BUFFS: Rage of Crimson Hurricane; -2 Saves UtEoSSNT; +2 Saves vs. Poison (End of Enc)
SURGES: 10/11




Invigorated - despite his aching head - at his Beloved's savage killing of the Spider, HAZARD rushes to obey Her summons to attack the Spider's mate with a snarling of growl and a snapping of jaw.

* Move Action: move 6 squares to N6.

* Standard Action: Snarl and Snap as Charge vs S1: : Move 2 squares to N8; ATK vs 22 AC: r(7) + 13 + 1 Charge + 2 CA + 2 DT (from Chanvati) = 25 vs. 22 AC. Hit; Damage: r(7) + 9 + 1 SoC = 17. Marked UtEoHNT.

LOCATION: N8
DAMAGE TO ENEMIES: 17 to S1
CONDITIONS TO ENEMIES: S1 Marked UtEoHNT
CURRENT HIT POINTS: 31/71, Bloodied
CURRENT DE/BUFFS: -2 Saves UtEoSSNT; Sigil of Companionship
SURGES: 8/11




BITA-BOUSSEH carefully enters the cave, not at all dark due to Chanvati's (literally) shiny new toy--but certainly dank and dismal. Beyond a central great pillar, she discerns her companions locked in combat with a spider the size of an ox. For some reason they all are immersed to their thighs in a mineral pool--this is no time for a sauna! "I thought there was great peril," she mutters as she rushes across the stony chamber.

Stopping short of the pool, she levels the most prodigious of hell-infused glares. And watches the spider recoil visibly in response. But that's the most of it. Perhaps this thing is tougher than appearances convey.

"Forward, half-giant!" she calls out imperiously. "Strike it! Finish this!"

Pa'avu wades through the pool, mid-shin to her, and strikes the giant arachnid as it is distracted between Hazard's growls and lunges and her own infernal powers.


* Move: A10 to G10

* Standard: Infernal Glower vs S1, r(11) +11 =22 vs 19 Will. Hit for r(2)+9 =11 damage, decline slide.

* Minor: Bedevil the Fray (level powerup), Recharge 6, Ranged 5 (one ally); Effect: Bita-Bousseh slides the target 3 squares, and they make a melee basic attack as a free action against an adjacent enemy. P MBA vs S1, r(11) +15 +2 CA =29 vs 22 AC. Hit for r(5) +7 +1 Sigil +5 Rage of the Crimson Hurricane = 18 damage.

LOCATION: G10, P N11
DAMAGE TO ENEMIES: 29 damage to S1
CONDITIONS TO ENEMIE: na
CURRENT HPs: 59/59
CURRENT DE/BUFFS: na
SURGES: 8/8




The HIGH DESERT STONE SPIDERS can find a new mate. It can make new broodlings. But it has only one (waning) life and it will defend it with every fang and pedipalp and it has!

S1

* Minor Action: Malaise Chitter (CBU5; one creature) vs H's Will: r(16) + 11 = Crit. r(2, 5) +5 = 12 psychic damage and H takes -2 to saving throws UtEoSSNT. (BLOODIED)

* Standard Action: Exhausting Bite vs H/Ps' AC: r(7, 9) +13 (-2 marked vs P) = 20, 20; Miss both.

TRIGGER H'S IMMEDIATE REACTION HARRIER (ENEMY MARKED SHIFTS OR MAKES ATTACK THAT DOESN'T INCLUDE H AS A TARGET). Harrier (M1) vs S1's AC: r(6) +13 +2 (CA) +2 (Dragon's Tenacity) = 23; Hit. r(6) +10 +1 (SoC) = 17 damage (forgo slide 1 square) to S1. (BLOODIED)

Despite the chittering onslaught, HAZARD finds a way to rebuke the spider's attack on Pa'avu with MOAR furry fury!

LOCATION: S1 in N9
DAMAGE TO ENEMIES: H takes 12 psychic damage.
CONDITION TO ENEMIES: H takes -2 to saving throws UtEoSSNT.
CURRENT HIT POINTS: S1: 60/178
CURRENT DEBUFFS: S1; 5 damage ABoT, marked by H UtEoHNT
CURRENT BUFFS: na




The Merchant-Prince feels a palpable surge of relief, a release of white-knuckled tension in his grip of the psistaff. Pa'avu has dispatched the larger of the two arachnids, and Bita-Bousseh has heeded his call for aid, as he knew she would. CHANVATI resumes his usual confidence. Holding two fingers to his temple, he closes his eyes and thrusts his mind outward into that of their remaining foe. Its alien neuronal structure is bizarre and puzzling, but nothing his practiced psionics cannot overwhelm! He probes for pain receptors and unleashes a cascade of white-hot suffering, wracking the spider in spasms of torment.

* Standard: Mind Thrust vs S1, r(19) [the die literally began tipping to a natural 20 before settling back on 19!] +12 +2 Dragon's Tenacity =33 vs 19 Will. Hit for r(3)+6=9 psychic damage.

LOCATION: J10
DAMAGE TO ENEMIES: 9 psychic damage to S1
CONDITIONS TO ENEMIES: na
CURRENT HPs: 29/52
CURRENT DE/BUFFS: Dragon's Tenacity ends
SURGES:6/7
PPs: 0/5




S1: 51/178 5 damage ABoT/CT

1694532807159.png


ROUND 6




At Hazard's whimper of distress, PA'AVU gives her fury voice and Velmech'ti free reign to slice at the Spider's carapace. She may respect their power in myth but her Hound is her charge, and protect him she must. And avenge any insult done to him, as well.

* Standard Action: Howling Strike vs. S1: ATK: r(17) + 15 + 2(CA) = 34 vs AC 22. Hit; Damage: r(1) + r(3) + 7 + 2(Gauntlets of Blood) + 1(Sigil of Companionship) + 5(Rage of CH) = 19 Damage

LOCATION: N11
DAMAGE TO ENEMIES: 19 to S1
CONDITIONS TO ENEMIES: n/a
CURRENT HIT POINTS: 37/73
CURRENT BUFFS: Rage of Crimson Hurricane; +2 Saves vs. Poison (End of Encounter); Sigil of Companionship
Surges: 10/11




CUTTING OFF COMBAT AT THIS POINT GIVEN WE'VE HIT 1/2 PAST BLOODIED FOR REMAINING STONE SPIDER
 
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Battered and nearing a date with death, the Stone Spider Female scurries up the wall and out of the den through a fissure large enough to squeeze through, content to live and produce another brood.




The dynamics of the combat above yield 1 Failure in the Skill Challenge (as per the above post with the introduction of Bita-Bousseh and the loss of her brother Bita-Bahlin to the Expeditionary Force).

Take a Short Rest.

3/10 Successes (2 Hard DC Available)/1 Failure/2 Secondary Skills Available/3 Advantages Available

XP & LOOT


* 700 * 2 + 88 * 4 - 350 * 3 (PCs) = 702/2 = 351 apiece.

* Stone Spider Silk Strand

Power
Consumable (Standard Action)
Apply this strand to an object, and affix that object to another object in reach. The two objects must remain affixed to one another until the end of your next turn. After the end of your next turn, the items are adhered, and separating them requires a DC 29 Strength check. A successful Strength check deals 2d10 damage to each adhered object.




Alright, the next conflict is going to have the following goal:

* Fight and struggle your way through wave after wave of Legion of Ruth Expeditionary Force members and the Brutal Sandstorm that assaults the area. You will start on the left border squares of the 1st of two maps > secure Bita-Bahlin near the edge of the 1st map > struggle your way to the right border squares of the 2nd map.

* Each LoREF Wave will be 614 xp (1 Standard, 3 Minions). They will arrive on odd rounds in the red squares of the two maps.

* The Brutal Sandstorm will be a constant effect in the two maps. If, at the end of their turn, a character is not in a safe spot on the map (will be marked) which is protected by Blocking Terrain, they will Slide 3 squares to the left (your objective is to get all the way to the right) and take 7 damage. The PCs attacking any LoREF member in the Brutal Sandstorm will suffer Concealment (-2 to hit). The LoREF members do not suffer this due to their training against such conditions.

* Take either Hazard and Bita-Bousseh with you or the Tribe of the Iron Gorgon which will be a Large, Elite, Swarm. If you use the latter, create it as a Monster. Of note, it will be Large so it will take up 4 squares, which will make more difficult to deal with the Brutal Sandstorm effect. However, the damage component will be tagged Ranged rather than Blast/Burst so it would only take 1/2 damage and they would be immune to the Forced Movement effect.

* If you guys wish, we can frame this at the "Hard DC" here which would (a) exhaust one of the remaining Hard DCs for the SC and (b) allow you guys to wager an Advantage for 2 x Successes. If you choose to go that route, the LoREF Waves will be increased to 790 xp (1 Standard, 5 Minions) and the Brutal Sandstorm effect will be upped to 10 damage.

* Fail to reach your goal (either you get to the 2nd map, right border squares without Bita-Bahlin or you abort and get all the PCs to squares in one of maps' top border squares and flee) and you earn 1 Failure in the SC.
 

darkbard

Legend
As their final foe scuttles away through the fissure, Pa'avu feels the effects of the venomous antitoxin--and her adrenaline--dissipate. Strangely, however, the spider tattoo on her right forearm morphs, shrinking from its raised texture into her skin in the form of a spiderweb, fading away at its edges into nothingness. As a memento of this fight--and of a creature with which she feels a growing kinship--she stows a section of its adhesive thread in her pack.

The group emerges from the cave into a growing sandstorm, grains kicking up and swirling around them. And no Bita-Bahlin
. N'gauthak and Or'lia explain, stammering and fearful, his escape. Bita-Bousseh snorts and mutters something in an unknown tongue that sounds all too like "idiots."

And so Chanvati orders the clan members to hunker down for the moment to wait out the storm while he, Pa'avu, Bita-Bousseh, and Hazard the hound retrieve their escaped prisoner. They will rendezvous at dawn at Red Rock to the east, en route to Bantouk.




Short Rest bookkeeping:

Chanvati uses Inspiring Word upon himself, healing 1 Surge (13) + r(4,3) = 20 HP. Now at 49/52 HPs and 5/7 Surges. Resets at 5 PPs. No APs remaining. All Encounter Powers recharge.

Hazard spends 3 Surges (51). Now at 70/71 HPs and 5/11 Surges.

Pa'avu spends 2 Surges (38). Now at 73/73 HPs and 8/11 Surges.

Pa'avu claims the Stone Spider Silk Strand, a quadruple alliteration score in alternate Scrabble.

You know very well we can't resist opting in to the Hard DC (and concomitant challenges), wagering 1 Advantage for 2 Successes should we succeed!

We choose Bita-Bousseh and Hazard as our companions for this encounter, partly out of respect for BB's Slide capabilities and partly from a sheer lack of time and energy in the real world to stat out the IG Tribe right now. 🤣
 

Place P, C, H, BO in squares A7 - 10 of map 1 and roll initiative. Will transition to map 2 when all PCs reach far right squares of that map. Getting all PCs and Bita-Bahlin (BA) to any of the far right squares on map 2 will earn you 1 success against the Medium DC and 1 success against the Hard DC for 2 total. Fail to reach your goal (either you get to the 2nd map, Z squares without Bita-Bahlin or you abort and get all the PCs to squares in one of maps' 16 squares and flee) and you earn 1 Failure in the SC.

Chanvati: A7
Hazard: A9
Pa'avu: A10
Bita-Bousseh: A8





MECHANICS

Light
- Full daylight.

Brutal Sandstorm - If, at the end of their turn, a character is not in a Safe Area on the map (protected by Blocking Terrain; see below), they will Slide 3 squares to the left and take 10 damage. The Brutal Sandstorm also provides Total Concealment (-5 to hit) for creatures who attack another creature who is not in a shared Safe Area. Take note of the Desert Ranger and Expeditioners Traits.

Blocking Terrain and Safe Areas - All black squares are spires or buttes which fully block the sandstorm with the same dimensions of "safe area" to the left of the terrain. For instance, G/H-11/12 are blocking terrain and E/F -11/12 are safe areas. Cover works as normal with Blocking Terrain.

Heavy Sand - Areas outlined in orange are difficult terrain.

Enemy Waves - Every odd round (3, 5, 7) a new enemy wave (1 Standard, 5 Minions) will appear in squares 1 or 16.

Legion of Ruth Expeditioner (Minions, Skirmisher) - HP 1; a missed attack never damages a minion. AC 22, Fortitude 20, Reflex 21, Will 20. Trait: Badlands Survivalist - The LoRE is immune to the damage portion of the brutal sandstorm and enemies only have concealment from LoRE due to the brutal sandstorm.

Bita-Bahlin - Still half-bound, will be treated like a Standard Hazard in this Encounter; AC 21, Fortitude 19, Reflex 18, Will 19 with Escape of 13. If Grabbed at the beginning of his turn, he will activate (Free Action); Attempt to Escape (Ath 13). If successful, he will deal 5 damage to his assailant and shift 1 square left.

Legion of Ruth Desert Ranger (Standard, Skirmisher)
- HP 92; Bloodied 46 AC 22, Fortitude 21, Reflex 19, Will 20.
Trait: Desert Conditioned - The brutal sandstorm only gives concealment to enemies of the LoR DR.


INITIATIVE

C r(18) +6 = 24
H r(18) +6 = 24
BO r(16) +6 = 22
LorE (M) 18
P r(6) +9 = 15
LoRDR (R) 12
BA 10





1695236921920.png



ROUND 1




Four figures crest a dune and make attempt at surveying the jagged landscape before them into which their captive has escaped. But the howling wind is at crescendo now, kicking up sand and grit in painful, pelting sheets against their skin. Obscured forms are visible lurking between and behind buttes and rock spires ahead.

"Seek the Tiefling, boy! And protect our master!" Pa'avu orders Hazard in her deep voice, almost a growl itself.

CHANVATI steels himself against the environmental onslaught, pushing ahead to some solace behind the nearest butte. Then, sensing a nearby foe on the far side, he scrambles space, imploding his unseen foe in a fold of jumbling, fragmenting reality.


* Move: A7 to E6 (in safe square)

* Standard: Dimensional Scramble Area Bu 1 on J7 (concealment does not apply), ATK vs M(I6), r(11) +12 =23 vs 20 Fort. Hit. Killed.

LOCATION: E6
DAMAGE TO ENEMIES: M(I6) Killed.
CONDITIONS TO ENEMIES: na
CURRENT HP: 49/52
CURRENT DE/BUFFS: In safe square
SURGES: 5/7
PPs: 5/5




Obedient as ever, the Faithful Hound follows his Beloved's Companion until - suddenly - he catches the scent of a familiar enemy. Growling deep in his throat, HAZARD cautiously steps forward in the blinding winds of biting sand, past the Prince, stopping behind a slender spire to consider how best to follow and find his prey.

* Move Action: 6 Squares to G7

* Standard Action: Move Action: 4 Squares to K9, a Safe Square

* Minor Action: Activate Savage Protector

LOCATION: K9
DAMAGE TO ENEMIES: n/a
CURRENT HIT POINTS: 70/71
CURRENT DE/BUFFS: In safe square; +2 AC (S.P.)
SURGES: 5/11




BITA-BOUSSEH pauses but a moment, then dashes into the sandstorm beside her paramour, reaching out a hand gently to steady herself against his forearm. And then she squeezes, nails biting into his skin.

"This is no game, Chanvati! What is your plan here?" she demands.

The Merchant-Prince blinks several times. Whether he is at a loss to answer her question or merely clears whipped up grit from his eyes is unclear.

"Plan?" he asks. "Why, recapture your brother. Defeat a bunch of war-crazed mutants. Live to fight another day. Need we more?"

Furious, Bita-Bousseh unleashes the fell power of the Hells upon their foes, striking two dead despite the swirling, obscuring winds and dust. With foes falling despite any real plan, she throws back her head and laughs.

"You are mad! And I love it!"


* Move: A8 to D6.

* Standard: Infernal Glower, Ranged 10 vs 1 or 2 targets: ATK VS M(F3), r(17) +11 -5 Total Concealment -2 Partial Cover =21 vs 20 Will. Hit. ATK VS M(N7), r(16) +11 -5 TC =22 vs 20 Will. Hit. Both Killed.

LOCATION: D6 (in safe square)
DAMAGE TO ENEMIES: M(F3) and M(N7) Killed.
CONDITIONS TO ENEMIES: na
CURRENT HPs: 59/59
CURRENT DE/BUFFS: na (in safe square)
SURGES: 8/8




The face coverings and long scarfs of the LEGION OF RUTH EXPEDITIONERs flail wildly in the howling sandstorm as the remaining pair stalk their prey. Hazard growls as he senses one, the hound's ferocious jaws snapping at an unseen phantom which wards him from the sting of a spear. Meanwhile, Bita-Bousseh's infernal heritage tingles as another dashes from the screaming grit which obscures it completely, showing itself for a moment, long enough for a bladed tip to flash near her leather armored hip. She feels her armor eat the brunt of the blow and as she reacts, the bladeling desert-master disappears back into the midst of the sandstorm, a silhouette she can barely register.

M (G13)

* Move: 7 squares from G13 to C7.

* Standard: Circling Strike to shift 1 to C6 (no enemy concealment) and Melee 1 vs BO's AC: r(13) +13 = 26. Hit. TRIGGERS: INFERNAL WRATH (FREE ACTION) BITA-BOUSSEH. 8 damage and the expeditioner shifts 1 sq to D7.

As one of the desert mutants lashes out at her with its spear, BITA-BOUSSEH reflexively unleashes the fires of Hell, incinerating her opponent as it retreats after its initial sortie.

Trigger: An enemy within 10 squares of her hits Bita-Bousseh.
Target: The triggering enemy in the burst
Effect: The target takes 1d6 +7 fire damage, and the target grants combat
advantage until the end of its next turn.

BO Kills M(G13/A7)

(⚔) Circling Strike (weapon) ✦ At-Will
Effect: Before and after the attack, the warrior can shift 1 square.
Attack: Melee 1 (one creature); +13 vs. AC
Hit: 7 damage, or 8 damage if the expeditioner started its turn with concealment against the target.

* End of Turn: Brutal Sandstorm slides M 3 squares left to A7.

M (M10)

* Move: 5 squares (circling so no OA) from M10 to J9.

* Standard: Circling Strike and Melee 1 vs H's AC: r(7) +13 -2 (concealment as M is in Brutal Sandstorm) = 18. Miss. Shift to J8.

* End of Turn: Brutal Sandstorm slides M 3 squares left to G8.

LOCATION: G8
DAMAGE TO ENEMIES: na
CURRENT DE/BUFFS: M (G8) has Total Concealment vs Melee and Ranged attacks.




PA'AVU quickly considers the winds of swirling sand before choosing her path. Skirting around the large butte closest to her, the goliath is not using her visual senses so much as listening: listening to the wind, to the sound of sand rushing around her, to the sand ricocheting against the spires, the buttes, anything in its path.

Then, she senses - perhaps by sound or by smell or ... dare she say ... by spider's sense - one of their foe, baring her passage. Putting her head down, Pa'avu rushes forward to attack her opponent, despite stumbling through the hindering sands, her wild ululations causing them to jerk around in surprise before Velmech'ti makes her presence known.


* Move Action: 6 squares to G16

* Standard Action: Howling Strike as a Charge Attack vs R: 1) Move 4 squares (2 Difficult Terrain, 2 normal) into a Safe Square (K14); 2) ATK: r(11) + 15 = 26 vs AC 22, Hit; Damage: r(5) + r(1) + r(6) (VW) + 6 = 18. P takes 2 damage from Barbed Warrior.

Traits
Barbed Warrior
Enemies who hit the LoRDR with Melee 1 attacks take 2 damage.

LOCATION: K14
DAMAGE TO ENEMIES: R = 18 Damage
CONDITIONS TO ENEMIES: n/a
CURRENT HIT POINTS: 71/73
CURRENT DE/BUFFS: In safe square
SURGES: 8/11




After the LEGION OF RUTH DESERT RANGER is set on its heels by the brutality of Pa'avu's rampaging assault, it slips away into the darkness and howls of the storm. The sound of an unleashed fusillade of steel blades clanging off of Pa'avu heavy armor can faintly be heard as the stalking bladeling disappears deep within the raging sandstorm.

* Standard: Desert Wind Assault. Shift to P12 and Commando Blade vs P's AC: r(16) +13 -2 (concealment) = 27. Hit; r(5, 2) +6 = 13 damage to P.

Standard Actions
(⚔) (➶) Commando Blade (weapon) ✦ At-Will
Attack: Melee 1 or Ranged 5 (one creature); +13 vs. AC
Hit: 2d8 + 6 damage.

Desert Wind Assault ✦ At-Will
Effect: The LoR DR shifts up to their speed and uses commando blade once at any point during the movement. If the attack bloodies the target, the LoR DR uses commando blade a second time against the same target as a free action.

* Move: 5 squares P12 to R7.

* End of Turn: 10 damage from Brutal Sandstorm (slide 3 left negated by blocking terrain). TRIGGERS LOR DR'S DESERT STALKER (NO ACTION)

Triggered Actions
Desert Stalker ✦ Recharge 6
Trigger: The LoR DR takes damage from Brutal Sandstorm.
Effect (No Action): The LoR DR's attacks deal +2d6 damage UtEoLORDRNT.

LOCATION: R7
DAMAGE TO ENEMIES: 13 Damage to P
CONDITIONS TO ENEMIES: n/a
CURRENT HIT POINTS: 64/92
CURRENT DE/BUFFS: In Brutal Sandstorm. LoR'DR's attacks deal +2d6 damage UtEoLORDRNT.




R1 64/92
Only 1 M remaining

2nd wave at beginning of ROUND 3

1695262606956.png


ROUND 2




CHANVATI takes a step out from the protection of the rocky butte. Bita-Bousseh's hand squeezes on his forearm.

"Lover, where do you go?" she inquires.

"Why, once more into the breach, my dear. Of course."

Bending into the wind and swirling sands, the Merchant Prince does not notice the Bladeling warrior ahead. It lashes out at him brutally with its blade, but Chanvati turns at the last moment and suffers only a glancing blow.

Forward, ever forward, he makes his way to the safety provided by the largest butte within sight.

Spotting Pa'avu, he calls out, "Ahead, sahtree! That bastard can't be too far!"


* Move: E6 to J10. TRIGGERS OA from M(G8): Circling Stike vs C, r(11) +13 -2 Concealment =22 vs 22 AC. Hit for 8 damage (M started turn with concealment vs C).

* Move: J10 to N13

LOCATION: N13
DAMAGE TO ENEMIES: na
CONDITIONS TO ENEMIES: na
CURRENT HP: 41/52
CURRENT DE/BUFFS: In safe square
SURGES: 5/7
PPs: 5/5




The hound sniffs the air, catching scent of the Devilman in the strong headwind. Not too far off, now! What's more, fragments of sound from his Beloved and her master reach his ears. They prick up and HAZARD cocks his head to one side. No, he must drive ahead into the storm. That's what his Beloved wants. And so he pushes forward, the wind howling loudly, and makes good progress before he is driven back and half his gains erased. The sand stings so against his hide, a thousand biting insects!

* Move: K9 to P5

* Move: P5 to S5 through DT.

* Ends turn: no longer in safe square. Slides S5 to P5 and takes 10 damage.

LOCATION: P5
DAMAGE TO ENEMIES: na
CONDITIONS TO ENEMIES: na
CURRENT HPs: 60/71
CURRENT DE/BUFFS: In unprotected square; +2 AC (Savage Protector)
SURGES: 5/11




BITA-BOUSSEH peers ahead through the swirling grit and dust. There is no sign of her lover, of barely anything at all excepting what must be a rocky spire. And so she presses forward into the blinding gale.

She almost doesn't see her foe in time. But clearly it didn't see her either, for its wild spear thrust misses her by more than a handspan and she is clear, driving further ahead, safe now, leeward of the rocky outcropping.


* Starts turn: Recharge Infernal Wrath, r(6). Recharges.

* Move: D6 to J7. TRIGGERS: OA from M(G8)

* Circling Strike vs BO, r(9) +13 -2 Concealment = 20 vs 23 AC. Miss.

* Move: J7 to O6.

LOCATION: O6
DAMAGE TO ENEMIES: na
CONDITIONS TO ENEMIES: na
CURRENT HPs: 59/59
CURRENT DE/BUFFS: In protected square
SURGES: 8/8




A grit-covered phantom explodes from the opaque gale next to Chanvati. The LEGION OF RUTH EXPEDITIONER brandishes his blade with deadly precision and its all the merchant-prince can do to prevent a killing blow.

This time, the desert stalker squares off against his foes rather than disappearing into the raging storm.


M (G8)

* Move: 6 squares from G8 to M13.

* Standard: Circling Strike and Melee 1 vs C's AC: r(9) +13 = 22. Hit. 8 damage as the expeditioner started its turn with concealment against the target; No shift.

LOCATION: M13
DAMAGE TO ENEMIES: 8 damage to C
CURRENT DE/BUFFS: na, in safe square.




As the expeditioner explodes out of the surrounding winds of dust, PA'AVU's memory is triggered: she's seen these warriors before, not only in fireside stories meant to both frighten and strengthen the younglings, but in actual combat, when she was almost too young to fight. But, truly, was she ever?

Instinctively and silently, while their combatant is distracted by its own attack on Chanvati, the goliath slides up behind it, lifting Velmech'ti up and to the side. Then, with sudden and powerful force, Pa’avu brings the hilt slamming down on the soldier, crushing in its skull. Watching it crumble onto the desert floor, she is satisfied in neither sullying Velmech'ti's blade unnecessarily nor stabbing her Gosb'tar accidentally.

Meeting Chanvati's gaze without words, his Sahtree gives a brief but silent nod before slipping away into the cloud of dust.


* Free Action: Monster Knowledge (Nature): vs M: r(3) + 11 = 14; vs R: r(12) + 11 = 23. Passes level 8 Medium DC of 16, fails High DC of 24:

Legion of Ruth Expeditioner * 5, Medium natural, elemental humanoid (fire), Level 8 Minion (Skirmisher), Speed 7, Lowlight Vision, Badlands Survivalist, Weapon keyword attack.

* Standard Action: Pressing Strike vs. M(M13): Shift up to 2 Squares to L13; ATK: r(6) + 15 + 2(CA) = 23; Minion Killed

* Move Action: 6 Squares to N7, safe square

LOCATION: N7
DAMAGE TO ENEMIES: M(M13) Killed
CONDITIONS TO ENEMIES: n/a
CURRENT HIT POINTS: 58/73
CURRENT DE/BUFFS: In safe square




Detecting vulnerability in the isolated Chanvati, the LEGION OF RUTH DESERT RANGER rushes through airborne and underfoot sand to deploy a savage attack on the human. Psionic protections, mundane armor, and sufficient martial prowess deliver the merchant-prince from his peril as he emerges fully unscathed but locked in a deadly ballet.

* Beginning of Turn: Desert Stalker Recharge; 3. Fails to recharge.

* Standard: Desert Wind Assault. Shift 7 squares to N12 and Commando Blade vs C's AC: r(1) +13 -2 (concealment) = Miss.

* Move: Shift 1 square to M13.

LOCATION: M13
DAMAGE TO ENEMIES: na
CONDITIONS TO ENEMIES: na
CURRENT HIT POINTS: 64/92
CURRENT DE/BUFFS: In safe square. Desert Stalker buff ends.




R1 64/92

1695878933550.png


ROUND 3

WAVE # 2
: 5 x LoRE in Q1, S1, U1, V16, X16 and R2 in T16.




Alone in the howling wilderness, CHANVATI defends himself from this mutant freak, brandishing The Psistaff with every iota of martial training he can muster. Somehow, some way, he must still cross these stinging winds and heavy sands. A crazed plan occurs to him; perhaps Bita-Bousseh was not incorrect in her estimation of his sanity after all!

He pulls from his pouch and unstoppers a potion, then quickly quaffs it. The thin liquid begins to transform his body into a spectral apparition even as it passes the threshold of his lips. Then, augmenting the power of The Psistaff with the full force of his reserves, he scrambles space, catching himself with deliberate intent as well as the desert ranger in its compass. A disordering of dimensional coherence. A gut-wrenching apparition some safe distance from his foe, now atop a rocky edifice, and ever closer to his target. And then the he is buffeted backwards by the wind and sands, even his spectral form subject to the brutal judgment of nature at its most cruel.


* Minor: retrieve stowed item (Potion of Spectral Form)

* Move --> Minor: Consume potion; becomes insubstantial and gains phasing UEoCNT

* Free: Staff of Psicraft Daily Power AUG 2 (regain the use of this power) to increase size of burst by 1

* Standard: Dimensional Scramble ABu2 at elevation 3 squares on N11. ATK vs R1, r(13) +12 =25 vs 21 Fort. Hit. ATK vs self, r(20) = CRIT. Damage to R1 = r(3) +6 =9/2=4 and teleported to L9 at elevation 6 (vertically on the butte, not in hindering terrain), to self = 12 +r(7)=19/2 (half damage from insubstantial) =9 and teleported to Q9.

* Ends turn in unprotected square, Slides 3 to N9 and 5 damage (half due to insubstantial)

LOCATION: N9, R1 in L9 (6 up)
DAMAGE TO ENEMIES: 4 to R1
CONDITIONS TO ENEMIES: na
CURRENT HP: 20/52 (BLOODIED)
CURRENT DE/BUFFS: Insubstantial and phasing UEoNT (attacks made by or to me deal 1/2 damage except force or psychic, ignores DT, can move thru obstacles and other creatures but must end movement in unoccupied space)
SURGES: 5/7
PPs: 3/5




The Hound lifts his head, trying to ignore the stings of the sandy winds. There! The scent again of something familiar yet not. HAZARD growls quietly as the smell of the Devilman reminds him of the yelps of fellow hounds.

The Hound pushes through the thick minefields of quicksand with determination until - at last - he reaches a place without sand ... beside the Devilman. His growl grows louder.


* Move Action: 2 squares of difficult terrain + 2 squares, to T7

* Standard Action: Move Action: 2 squares of difficult terrain + 1 square, ending in W10

LOCATION: W10
DAMAGE TO ENEMIES: n/a
CONDITIONS TO ENEMIES: n/a
CURRENT HIT POINTS: 60/71
CURRENT DE/BUFFS: In safe square; +2 AC (Savage Protector)
SURGES: 5/11




Vaguely, through the driving dust and silt, Chanvati's distinctive scrambling of space is visible to BITA-BOUSSEH. His intake of breath, his gasp of pain, reach her ears above the howl of the storm. She flicks her tail in concern and braves the assault once again, passing within an arm's length of her consort yet unaware. Soon, the terrain becomes almost impassable, her feet sinking, calf deep now in the sand and silt. And before her her brother, half-bound and blind, cowering in the lee of a misshapen rocky spire.

"Stand down, brother," she calls above the wind. "It's over now, and we return to Bantouk, with you as our captive."

Beside Bita-Bahlin, visible in the shelter provided by the stone, Hazard gives a deep growl, his hackles raised, and the hound makes a lunging feint at their once-prisoner to reinforce her threat.


* Move: O6 to S7

* Move: S7 to V9

LOCATION: V9
DAMAGE TO ENEMIES: na
CONDITIONS TO ENEMIES: na
CURRENT HP: 59/59
CURRENT DE/BUFFS: In protected square
SURGES: 8/8




The desert phantoms that make up the squad of LEGION OF RUTH EXPEDITIONERs work in concert to harangue Hazard, Bita-Bousseh, and Pa'avu. Hazards assailants emerge from the storm, attack in a vicious exchange, and then vanish from whence they came. Bita-bahlin squares off against an enemy she can hardly see. Meanwhile, Pa'avu's pair of foes are bold enough to engage her in a full-throated melee, entirely out of the storm.

M (V16)

* Move: 7 squares (2 through DT) from V16 to V11.

* Standard: Circling Strike and Melee 1 vs H's AC: r(14) +13 -2 (concealment) = 25. Hit. 8 damage as the expeditioner started its turn with concealment against the target; can't shift due to DT.

* End of Turn: Brutal Sandstorm slides LorE 3 sq to S11.

M (X16)

* Move: 5 squares from X16 to W11.

* Standard: Circling Strike and Melee 1 vs H's AC (shift 1 to O7 first): r(8) +13 -2 (concealment) = 19. Miss. Shift 1 sq X12.

* End of Turn: Brutal Sandstorm slides LorE 3 sq to U12.


M (Q1)

* Move: 5 squares from Q1 to O6.

* Standard: Circling Strike and Melee 1 vs P's AC (shift 1 to O7 first): r(20) +13 = 14. Crit. 8 damage as the expeditioner started its turn with concealment against the target; no shift.


M (S1)

* Move: 6 squares from S1 to N6.

* Standard: Circling Strike and Melee 1 vs P's AC: r(8) +13 = 21. Miss. No shift 1.


M (U1)

* Move: 7 squares from U1 to W8.

* Standard: Circling Strike and Melee 1 vs BO’s AC: r(13) +13 -2 (concealment) = 24. Hit. 8 damage as the expeditioner started its turn with concealment against the target; shift 1 sq X8.

* End of Turn: Brutal Sandstorm slides LorE 3 sq to U8.

LOCATION: S11, U12, O7, N6, U8
DAMAGE TO ENEMIES: 8 damage to H, P, and BO.
CURRENT DE/BUFFS: Ms in S11, U8, and U12 have concealment




The dust barely has a chance to settle after the departure of the merchant prince's consort when - out of the dust storm surrounding everything - two more of the goliath's hated enemy rush to attack her. When one is able to strike a resounding blow, PA'AVU channels the pain and surprise into a warrior's howl of fury and tears them both apart in a flurry of blows

She then takes a moment to inhale the sandstorm into her lungs, absorbing the kinetic energy of the wind and feeling her l'pahb'gin to transform the particles of stone into protection for her skin.

Exhaling, Pa'avu literally leaps into action, using that energy to rebound against the pillar and over the desert floor to land - somewhat softly - into the sand next to their foe and his sister and - the goliath realizes with a smile - her beloved Hazard.

Time to get back on their way!


* Standard Action: Howling Strike vs M (N7): ATK: r(15) + 15 = 30 vs AC 22, Hit/killed

* No Action: Iron Soul Flurry of Blows vs M (O7): Trigger: You hit with an attack during your turn: The target takes damage equal to 2 + your Constitution modifier (3), and it cannot shift until the start of your next turn. If the target was not a target of the triggering attack, it also can’t make opportunity attacks until the end of your turn: M (O7) Killed

* Minor Action: activate Stone's Endurance: Resist 5 All UEoPNT

* Move Action: Crane's Wings [Movement Technique]: Effect: You make an Athletics check to jump with a +5 power bonus. You are considered to have a running start, and the distance of the jump isn’t limited by your speed: r(15, 17) + 15 + 5 = 37/5 = clear 7 squares, land in 8th: W10

LOCATION: V10
DAMAGE TO ENEMIES: M (O7) Killed; M (N6) Killed
CONDITIONS TO ENEMIES: n/a
CURRENT HIT POINTS: 50/73
CURRENT DE/BUFFS: In safe square; Resist 5 All (SE) UEoPNT
SURGES: 8/11




High on the butte, the LEGION OF RUTH DESERT RANGER hand climbs down via the formation's chunky hand-and-footholds despite the onslaught of the desert storm.

Meanwhile, the newly arriving RANGER rushes Hazard, but the snarling canine fends off the attacks via savage fury and indifference to a few piddling wounds.


R1

* Beginning of Turn: Desert Stalker Recharge; 4. Fails to recharge.

* Move: Climb (Medium DC due to sandstorm) Athletics +13 + r(5) = 18. Success. Climb down butte 3 squares.

* Move: Climb (Medium DC due to sandstorm) Athletics +13 + r(11) = 26. Success. Climb down butte 3 squares. End in square M9.

* End of Turn: Take 10 damage from Brutal Sandstorm (cannot slide 3 due to blocking terrain).


R2

* Standard: Desert Wind Assault. Shift 7 squares to T16 to Z11 and use Commando Blade vs H's AC: r(8) +13 -2 (concealment) = Miss.

* End of Turn: Take 10 damage from Brutal Sandstorm and slide 3 to W11; TRIGGERS Desert Stalker).

LOCATION: R1 in M9. R2 in W11.
DAMAGE TO ENEMIES: na
CONDITIONS TO ENEMIES: na
CURRENT HIT POINTS: R1 at 50/92. R2 at 82/92.
CURRENT DE/BUFFS: R1 in Brutal Sandstorm so concealment against C. R2 in Brutal Sandstorm so concealment against P, H, BO and Desert Stalker; +2d6 damage UtEoLORDRNT.




R1 at 50/92
R2 at 82/92
M x 3

1696162410938.png


ROUND 4




Though his corporal form is insubstantial, CHANVATI knows he is not immune to the ravages of the storm. Nor completely immune to the attacks of their mutant foes. He must see their party through to safety, but how?

And then he remembers an episode from The Fables of Genga, wherein the eponymous heroine was faced with a similar dilemma: to scout ahead a safe path for her companions, she needed to leave them behind in battle with the one-eyed fomorians, an act of seeming cowardice. Yet without her leadership, the path through Dagon's Teeth would never have been discovered and her companions slain by the giant fey.

"Now is no time for ego or concern for your reputation, man!" he tells himself. "Buck up and do what must be done!"

And so his incorporeal form practically glides with great speed across the desert floor, the Desert Ranger swiping futilely as the Merchant Prince slips away.

Another member of the Legion's army manifests directly in his path out of the dust, thrusting with its blade a blow that passes through the psion's form but registers something like an echo of pain. And then Chanvati steps into and through the Bladeling, advancing far enough ahead into the desert to find safety in the lee of a rocky spur.


* Minor: Inspiring Word on self, Heal Surge (13) +r(3,1)= 17 HP

* Move: Run 8 squares N9 to V8. Ignores DT due to insubstantial. Grants CA USoNT

TRIGGERS OA FROM R1 Commando Blade, r(4) +13 -2 Concealment +2 CA= 17 vs 22 AC. Miss.

TRIGGERS OA FROM M(U8) Circling Strike, r(11) +13 +2 -2=24 vs 22 AC. Hit for 8/2=4 damage (insubstantial).

* Move: Run 7 squares V8 to MAP2 B5 (below). Ignores DT insubstantial.

* Ends turn: Insubstantial & phasing end.

LOCATION: B5
DAMAGE TO ENEMIES: na
CONDITIONS TO ENEMIES: na
CURRENT HP: 33/52
CURRENT DE/BUFFS: In safe square, insubstantial and phasing end. Grants CA USoCNT
SURGES: 4/7
POWER POINTS: 3/5

1696443585136.png





HAZARD is nothing if not a member of the canine tribe, a pack animal to the core. And his pack surrounds him, his Beloved and the master's consort beside him, closing in for the kill. And so the hound does what comes naturally, grabbing the Devilman by his leggings, and pulling him forward with all his might, ahead where Chanvati's scent is still in the wind.

A blade probes indiscriminately from the blinding storm at the loyal hound, but Hazard gets lucky. This time. But then he and his captive quarry are driven back by the painful, biting sand and wind, blocked only by the now-visible form of yet another member of the Legion.


* Standard: Grab BA, r(12) +8 =20 vs 19 Fort. BA grabbed by H.

* Move: Half speed W10 to X8.

TRIGGERS: OA from R2. Commando Blade, r(9) +13 -2 Concealment = 20 vs 23 AC. Miss.

* Ends turn: In unsafe square, so pushed 2 squares to V8 (blocked by M(U8)) and takes 10 damage.

LOCATION: V8
DAMAGE TO ENEMIES: na
CONDITIONS TO ENEMIES: BA grabbed
CURRENT HP: 42/71
CURRENT DE/BUFFS: +2 AC (Savage Protector)
SURGES: 5/11




BITA-BOUSSEH smiles, her sharp canines visible, in approval of Hazard's brute efforts against her twin. "Time to end this fracas," she thinks, then calls out above the roar, "Goliath, to the north! Strike at the Bladeling and meet me beyond this butte, where your master awaits!" Pa'avu wastes no time heeding the call to arms, deftly circling the Bladeling and striking a solid blow, its life spared only by the mutant's armor.

And then! A blade through the storm, which the barrister only narrowly avoids being skewered by. In retribution, she channels the fires of the hells, and her unseen opponent is immolated, it's charred corpse rimed with glass as the windblown sand is transformed by the heat.

Bita-Bousseh unleashes an infernal oath and glare through the swirling sands, and she recognizes that at least yet another opponent is felled by her damnation.

Her goals accomplished, she dashes forward, south of the rocky outcropping, breathless, to meet her consort in the lee of a precipitous spire.

"The hound has him," she gasps. "We're nearly there!"


* Minor: Bedevil the Fray on Pa'avu, slide P V10 to X11 and MBA vs R2, r(17) +12 -5 Concealment = 24 vs 22 AC. Hit for r(7)+7 = 14 damage

TRIGGERS OA from M((U8) ON BO; Circling Strike, r(18) +13 -2 Concealment =29 vs 23 AC. Hit.

TRIGGERS INFERNAL WRATH (FREE ACTION) ON M(U8); M(U8) Killed and negates damage from Circling Strike.

* Standard: Infernal Glower vs M(U12), M(S11), r(19, 6) +11 -5 =25, 12 vs 20 Will. Hits M(U12), killed. Misses M(S11).

* Move: V9 to B7.

LOCATION: B7
DAMAGE TO ENEMIES: M(U8), M(U12) killed, 14 damage to R2
CONDITIONS TO ENEMIES: na
CURRENT HP: 51/59
CURRENT DE/BUFFS: In safe square
SURGES: 8/8




The LEGION OF RUTH EXPEDITIONER emerging from the blistering storm of gale and grit to attack Pa'avu with his superior. Stoneroot or her magically-imbued blood protect her as the bladeling's weaponry only clangs off steel and stone.

M (S11)

* Move: 6 squares (only entering 1 sq of DT) from S11 to X12.

* Standard: Circling Strike (shift 1 sq to Y11) and Melee 1 vs P’s AC: r(15) +13 +2 (CA) -2 (concealment) = 28. Hit. 8 damage -5 (Resist All) = 3 damage as the expeditioner started its turn with concealment against the target.

* End of Turn: Brutal Sandstorm cannot slides LorE as cannot enter P's space.

LOCATION: Y11
DAMAGE TO ENEMIES: 3 damage to P.
CURRENT DE/BUFFS: M in S11 has concealment




Despite being surrounded by the hereditary adversary of her people, PA'AVU will not be distracted. She howls wildly and feints an attack before rushing forward into the wind. One opponent is fooled, but the point of the desert ranger's blade is able to get past her defenses and pierce deeply into her side.

No matter: the goliath can feel her l'pahb'gin - transformed by Stoneroot? - transforming the sand in the desert winds as it hits and melds with her stony flesh. As the Stone's protection recedes from her skin, her wounds are healed and new protection surrounds Pa'avu as she steps behind another protective pillar.


* Standard Action: Thundering Howl vs. R2 (Encounter): ATK: r(5) + 15 -2 (concealment) = 18 vs. 22 AC. Miss

* Move Action: 4 Sq to A10. * TRIGGERS OAs: R2: Commando Blade: r(20) + 13 -2 (concealment) = Crit. 16 + 6 + 12 -5 (SE) = 29 Damage; M: Circling Strike: r(9) + 13 -2 (concealment) = 19 vs. 23 AC. Miss

* Minor Action: Iron Resurgence (Encounter): lose 1 surge, spend up to 2 and gain THP: 38 HP (9 THP)

LOCATION: A10
DAMAGE TO ENEMIES: n/a
CONDITIONS TO ENEMIES: n/a
CURRENT HIT POINTS: 56/73 (9 THP)
CURRENT DE/BUFFS: SE ends; in safe square
SURGES: 5/11




With the mighty hound carrying Bita-Bahlin toward the egress of the narrow westward canyon and into the lowland desert, the pair of LEGION OF RUTH DESERT RANGERs coordinate their attacks upon Hazard. Blades flash, sand and wind swirl, yet the determined beast still has a muzzle full of Tiefling tunic when all is said and done!

R1

* Beginning of Turn: Desert Stalker Recharge; 6. Recharges.

* Move: Move 7 squares from M9 to T7.

* Standard: Desert Wind Assault. Shift 4 squares from T7 to X7 and use Commando Blade (R5) vs H's AC: r(19) +13 -2 (concealment) = 30. Hit; r(1, 6) +6 = 13 damage (no further shift). HAZARD BLOODIED.

* End of Turn: Take 10 damage from Brutal Sandstorm and slides 3 squares to U7. * TRIGGERS DESERT STALKER (No Action);
The LoR DR's attacks deal +2d6 damage UtEoLORDRNT.


R2

* Beginning of Turn: Desert Stalker Recharge; 3. Fails to recharge.

* Standard: Desert Wind Assault. Shift 2 squares from W11 to W9 and use Commando Blade vs H's AC: r(4) +13 -2 (concealment) +2 (CA) = 17. Miss.


LOCATION: R1 in U7. R2 in W9.
DAMAGE TO ENEMIES: 13 damage to H.
CONDITIONS TO ENEMIES: na
CURRENT HIT POINTS: R1 at 50/92. R2 at 68/92.
CURRENT DE/BUFFS: R1 in Brutal Sandstorm so concealment against H. R2 in safe square. R1 has Desert Stalker; +2d6 damage UtEoLORDRNT.




BITA-BAHLIN tries to reason with the oversized canine.

"Now be a good boy and let Uncle 'Bahlin down. I've got dried jerky in my pocket just for you! Who's a good boy?..."

He gets nothing but a low growl and a shake in return which triggers an involuntary yelp!



* TRIGGERS BA ACTIVATION (BA GRABBED ABoT): (Free Action) Escape vs DC 21 Fortitude (Hazard); r(5) +13 = 18. Fails.

LOCATION: V8
CONDITION: Grabbed by Hazard (DC 21)




R1 50/92
R2 68/92


ROUND 5

1696751385325.png


WAVE # 3 (MAP 2): 5 x LoRE in D1, F1, B16, C16, E16 and R2 in C1.




CHANVATI recovers his breath after the push through the sandstorm. This is the decisive moment. Will he emulate his heroine Genga, or will his act be folly ... and the demise of his allies?

Channeling the ferocity of ancient dragons, the Merchant-Prince at the same time recedes into the numinous realm of the mind. The battle and storm raging around him disappear. He no longer feels Bita-Bousseh's proximity. Instead, his mind projects psionic energy outward through the Psistaff, in the direction of where he hears Hazard's snarls and grunts of labor.

He hates doing so but knows dragging the hound and his quarry through space, however painful, is their only hope. A disorientation of spacetime leaves one of the Bladeling rangers reeling back from assault, but more importantly it brings the hound and Tiefling ever closer.

"Forward, my friends," Chanvati calls out. "Sweet succor is within reach!" And with that, he plunges ahead through the storm, safety almost in his grasp.


* Starts turn: Granting CA ends

* Minor: Dragon's Tenacity: +2 power bonus to attacks UEoCNT

* Free: Staff of Psicraft Daily: increase burst by 1

* Standard: Dimensional Scramble Area Bu2 on X7

* Free: Adept's Insight on ATK vs H, r(1)+1=2

ATK vs R2, H, BA r(3, 19 (+2 AI), 7) +12 +2 DT = 17 vs 21 F Miss, 33 vs 21 F Hit, 21 vs 19 F Hit for r(3) +6 =9 damage to H & BA and both teleported to A4 of map2

* Move: B5 to E7 in safe square

LOCATION: E7, H/BA teleported to A4 of map2 (BA still grabbed since within range)
DAMAGE TO ENEMIES: 9 damage to H
CONDITIONS TO ENEMIES: na
CURRENT HP: 33/52
CURRENT DE/BUFFS: +2 ATK UEoCNT, in safe square
SURGES: 4/7
PPs: 2/5




HAZARD's head spins but his jaw tightly clenched, holding his prey. Only by doggedly focusing on Chanvati's voice is the Hound able to continue his journey through the sandstorm, dragging the Devilman along with him.

Sensing a treacherous softness, Hazard is able to bypass the dangerous sand by leaping across. Then, hearing Chanvati's voice urging him to continue onward, the Hound bounds forward - weighed down slightly by the Devilman, helplessly in tow.


* Minor Action: Sustain Grab

* Move Action: Move 1/2 speed, including jump to avoid Difficult Terrain: Athletics Check: r(12) + 13 = 25: clear 2 squares (D4, mid air)

* Standard Action: Move Action: Move 1/2 speed, continuing movement: ending in F5 (Partial WIN CON achieved).

LOCATION: F5 (partial WIN CON achieved)
DAMAGE TO ENEMIES: n/a
CONDITIONS TO ENEMIES: BA grabbed & in F5 (partial WIN CON achieved)
CURRENT HP: 20/71
CURRENT DE/BUFFS: +2 AC (Savage Protector)
SURGES: 5/11




Spent from the heroics of her efforts, BITA-BOUSSEH can no longer conjure the Hellfire of her heritage. Instead, she follows where her consort, uncannily detached, had braved the storm. Through the biting winds and stinging sand, she reaches her lover, who leans wearily against a stone edifice. He gives her a nod and motions her onward. Is that a tear welling in her left eye?

Regardless, the barrister turns away from Chanvati and reaches the safety he has bought her.


* Starts turn: Recharge Infernal Wrath, r(3) Fails; Recharge Bedevil the Fray, r(1) Fails.

* Move: B6 to E6

* Move: E6 to F4 (Partial WIN CON achieved)

LOCATION: F4 (Partial WIN CON achieved)
DAMAGE TO ENEMIES: na
CONDITIONS TO ENEMIES: na
CURRENT HP: 51/59
SURGES: 8/8




Reinforced and sensing that their prey has, in part, escaped via the narrow canyon to the east, the LEGION OF RUTH EXPEDITIONERs scurry in the desert sands and amongst its scouring winds to pursue the stragglers. Blades and arm wrappings and cloaks flash and flail through the air as the pair of Pa'avu and Chanvati find themselves surrounded as they manage the rearguard to help their allies escape!

M (Y11)

* Move: 1 square to Z11.

* Standard: Circling Strike (shift 1 sq to Z10) and Melee 1 vs P’s AC: r(13) +13 -2 (concealment) = 24. Hit. 8 damage -8 THP = 0 damage as the expeditioner started its turn with concealment against the target. Shift 1 square to Z9.

* End of Turn: Brutal Sandstorm cannot slides LorE due to blocking terrain.

M (B16)

* Move: 5 squares to A11.

* Standard: Circling Strike (shift 1 sq to Z10) and Melee 1 vs P’s AC: r(4) +13 -2 (concealment) = 15. Miss. Shift 1 square to A9.

* End of Turn: Brutal Sandstorm cannot slides LorE due to LorE in square Z9.

M (C16)

* Move: 6 squares to A11.

* Standard: Circling Strike and Melee 1 vs P’s AC: r(19) +13 +2 (CA) -2 (concealment) = 32. Hit. 8 damage -1 THP = 7 damage as the expeditioner started its turn with concealment against the target. Shift 1 square to B11.

* End of Turn: Brutal Sandstorm slides 3 squares to Y11.

M (E16)

* Move: 7 squares to E9.

* Standard: Circling Strike (shift 1 sq to E8) and Melee 1 vs C’s AC: r(8) +13 = 21. Miss.

* End of Turn: Safe square.

M (D1)

* Move: 7 squares to E6 (2 x DT).

* Standard: Circling Strike and Melee 1 vs C’s AC: r(11) +13 +2 (CA) = 26. Hit. 8 damage (BLOODIED) as the expeditioner started its turn with concealment against the target.

* End of Turn: Safe square.

M (F1)

* Move: 6 squares to D6.

* Standard: Circling Strike and Melee 1 vs C’s AC: r(7) +13 = 20. Miss

* End of Turn: Brutal Sandstorm cannot slide LorE due to blocking terrain.


LOCATION: Z9, A9, Y11, E8, E6, D6
DAMAGE TO ENEMIES: 7 damage to P, 8 damage to C.
CURRENT DE/BUFFS: M in Y11, D6, and A9 have concealment




Out of the howling storm step two mutant freaks, their barbed and shrouded forms lashing out at CHANVATI with wicked blades. One blade pierces the psion in the side, an excruciating pain wracking his body.

Instinctively, he reaches out to his bodyguard, his words directed immediately into the Goliath's mind, <<Sahtree, I am alone--wounded and surrounded. Come now to my aid!>> A brief image of his location and predicament attend his communique.


* Free Action: Send Thoughts to P




Eyes alertly watching her two adversaries, PA'AVU hears the plea of her gosb'tar and ponders the meaning of the words. "Alone" ... meaning the others have been able to flee to safety?

Still watching the bladelings, the goliath slides back into the sandstorm, allowing its winds to obscure her form. Then she turns and - running - leaps across the sands, following her mind's compass until she arrives behind one of the bladelings besetting Chanvati.

Staring into the eyes of her gosb'tar, she allows the momentum of her landing to add strength to her fist as it slams into the side of the soldier's head, felling them in one blow.

Then, in a roar of triumph and of acceptance of her fate, Pa'avu uses the power of her glorious voice to push the other bladelings bedeviling the merchant-prince back a step, allowing him space to escape to safety.


* Move Action: Shift 1 square A11.

* Standard Action: Charge Attack (Ki focus) vs M(E8): Move 5 squares, including jump [Athletics Skill check: r(10,2 Powerful Athlete) + 15 = 25/clear 2 squares], ending in E9; ATK: r(18) + 16 + 2CA = 36, Killed. TRIGGERS MARAUDER'S ARMOR (FA; you hit w/ charge attack): spend a healing surge and regain additional hit points equal to the armor’s enhancement bonus. P spends HS and gains 21 HP.

* Free Action: War Cry (Enc): ClBu3. Trigger: reduced enemy to 0 HP: push Ms (D6, E6) 1 square (D5, E5).

LOCATION: E9
DAMAGE TO ENEMIES: M(E8) Killed
CONDITIONS TO ENEMIES: Ms (D6,E6) pushed to (D5,E5)
CURRENT HIT POINTS: 70/73
CURRENT DE/BUFFS: +1 AC (Marauders Armor); in safe square
SURGES: 4/11




Sensing their prey nearly fully escaped, the trio of LEGION OF RUTH DESERT RANGERs wade in with abandon against the human and goliath that ensured the escape of their companions with Bita-Bahlin secured. The fray is a desperate one with the sounds of wind, steel, grunts, and rock and flesh being abraded by airborne sand!

R1

* Beginning of Turn: Desert Stalker Recharge; 1. Fails to recharge.

* Move: Move 7 squares from U7 to Y12.

* Standard: Desert Wind Assault. Shift 7 squares from Y12 to E10 and use Commando Blade (M1) vs P's AC: r(17) +13 = 30. Hit; r(1, 1, 4, 5) +6 = 17 damage.

TRIGGERS: POWERFUL WARNING (CHANVATI INTERRUPT) +2 P's defenses (attack still hits), and P makes MBA vs R1, Rain of Hammers Ki Focus, r(15) +15 =30 vs 22 AC. Hit for r(5)+7=12 damage. R1 now 38/92 HP and BLOODIED.

As the Bladeling Desert Rangers descend upon him and his bodyguard, CHANVATI experiences a flash of precognition. He shouts out a warning, barely audible above the whistling howl of the wind through the canyon, "Sahtree, to your aft!"

The Goliath absorbs the blow delivered upon her but whirls and chops a mighty blow with her greatsword, opening a bloody wound upon her foe's torso.


* End of Turn: Safe square. Desert Stalker ends.


R2

* Beginning of Turn: Desert Stalker Recharge; 1. Fails to recharge.

* Move: Move 7 squares from W9 to C8.

* Standard: Desert Wind Assault. Shift 2 squares to E8 and use Commando Blade (M1) vs P's AC: r(7) +13 +2 (CA) = 22. Miss.


R3

* Move: Move 7 squares (x 2 DT) from C1 to E6.

* Standard: Desert Commando Blade (M1) vs C's AC: r(11) +13 +2 (CA) = 26. Hit; r(4, 1) +6 = 11 damage.


LOCATION: R1 in E10. R2 in E8. R3 in E6.
DAMAGE TO ENEMIES: 17 damage to P. 11 damage to C.
CONDITIONS TO ENEMIES: na
CURRENT HIT POINTS: R1 at 38/92. R2 at 68/92, R3 at 92/92
CURRENT DE/BUFFS: All safe squares.




R1 at 38/92. R2 at 68/92, R3 at 92/92.
M x 5

1697014518862.png


ROUND 6




Enemies everywhere. All hope of escape cut off.

Or is it? THE MERCHANT-PRINCE has run this gambit before. Can it serve him again? Channeling all his psionic reserves, CHANVATI invokes the energy of the Psistaff, unleashing a radical distortion of space upon himself, which radiates out, catching all nearby in its compass. He nearly blacks out from the effort. Reeling, he stumbles ahead to safety, secure in the knowledge that he has disapparated two of his foes and bought Pa'avu one last moment to try her escape.


* Free: AUG 2 Staff of Psicraft Daily Power, increase burst by 1.

* Standard: Dimensional Scramble A Bu2 on E7, ATK vs M(D5), r(12) +12 +2 (Dragon's Tenacity)=26 vs 20 F. Hit. Vs P, r(13) +12 +2=27 vs 22 F. Hit. Vs R2, r(14) +12 +2=28 vs 21 F. Hit. Vs C, r(11) +12 +2=25 vs 18 F. Hit. Vs R3, r(13) +12 +2=27 vs 21 F. Hit. Vs M(E5), r(14) +12 +2=28 vs 20 F. Hit. Damage =r(6)+6=12, and teleport R2 to D4, C to F4, R3 to B8, P to D10 (in DT).

* Turn ends: in F square, partial WIN CON achieved

LOCATION: F4, P to D10, R2 to D4, R3 to B8.
DAMAGE TO ENEMIES: 12 damage to R2, R3, C, and P. M(D5) and M(E5) destroyed
CONDITIONS TO ENEMIES: na
CURRENT HP: 2/52; BLOODIED
CURRENT DE/BUFFS: Dragon's Tenacity ends, in WIN CON square
SURGES: 4/7
PPs: 0/5




The lone goliath stands against a wave of LEGION OF RUTH EXPEDITIONERs like a stone in a raging sea. Will the stone fall or will the waves divert?

M (Y11)

* Move: 5 squares to E11.

* Standard: Circling Strike and Melee 1 vs P’s AC: r(7) +13 -2 (concealment) = 18. Miss.

* End of Turn: Safe square.

M (E5)

* Move: 5 squares to E9.

* Standard: Circling Strike and Melee 1 vs P’s AC: r(13) +13 -2 (concealment) = 24. Hit. 8 damage as the expeditioner started its turn with concealment against the target. BLOODIED.

* End of Turn: Safe square.

M (Z9)

* Move: 4 squares to C11.

* Standard: Circling Strike and Melee 1 vs P’s AC: r(4) +13 +2 (CA; flanking) -2 (concealment) = 17. Miss.

* End of Turn: Brutal Sandstorm slides 3 squares to Z11.

M (A9)

* Move: 2 squares to C9.

* Standard: Circling Strike and Melee 1 vs P’s AC: r(14) +13 -2 (concealment) +2 (CA) = 27. Hit. 8 damage as the expeditioner started its turn with concealment against the target.

* End of Turn: Brutal Sandstorm slides 3 squares to Z9.

M (D5)

* Move: 4 squares to D9.

* Standard: Circling Strike and Melee 1 vs P’s AC: r(11) +13 -2 (concealment) = 22. Miss.

* End of Turn: Brutal Sandstorm slides 3 squares to A9.


LOCATION: Z9, A9, E11, E9, Z11
DAMAGE TO ENEMIES: 16 damage to P.
CURRENT DE/BUFFS: M in E11, Z9, and A9 have concealment



PA'AVU senses a surge of old memories fighting these adversaries - her own memories, or is her l'pahb'gin flooding her with shared historic experiences?

The goliath cautiously steps backward into the treacherous sand, carefully finding her footing, before allowing Velmech'ti to slice into the less worthy of her opponents, felling it.

With a sneer, she dodges the frustrated slash from the bladeling commando's blade and slips away into the winds concealing her escape to safety.


* Standard Action: Pressing Strike vs M (E11): Shift 2 squares (Difficult Terrain = 1 sq) to D11; ATK: r(9) + 15 -2 (concealment) = 22 vs AC 22, Killed.

* Move Action: 3 squares to F13.

* TRIGGERS OA R1: Commando Blade: r(9) + 13 - 2 concealment = 20, Miss.




WIN CON RESOLVED. SCENE CONCLUDED. HEROES ESCAPE INTO THE LOWLAND DESERT WITH BITA-BAHLIN IN TOW.

2 SUCCESSES. 1 HARD DC AND 1 ADVANTAGE EXHAUSTED.

5/10 Successes (1 Hard DC Available)/1 Failure/2 Secondary Skills Available/1 Advantages Available
 
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