[Adventure] Artemis' Pact

JoeNotCharles

First Post
As Artemis rounds the corner, he sees the 3 tommyknockers facing him, weapons ready. Immediately the little beasts swarm him. First he is struck by a venom-coated dart. Even as he feels the poison making him drowsy, he automatically retaliates, sending a spiral of darkness closing in to crush the dart thrower. It does little damage, and the other two tiny gremlins run at him and dance around him, hewing with their picks. Again and again he tries to bring his shield in front of their attacks, but he feels as though he is moving through a horrible dream in which his body moves a half speed, and he is always too late. Soon he is bleeding from a multitude of tiny punctures, swaying back and forth on his feet, barely standing.

[sblock=Actions]
Tommyknocker Darter 3 uses its readied action: attack the first enemy it sees with Dream Venom Dart. Dream Venom Dart at Artemis (vs Reflex) (1d20+6=26, 1d4+3=4) Yowza! Critical hit: 7 damage and dazed (save ends).
Then it takes damage from Darkspiral Aura: Darkspiral Aura damage against Tommyknocker Darter 3 (2d6=5)

Tommyknocker 3 uses its readied action: charge the target of Tommyknocker Darter 3's attack. It moves from H7 to F9. Pickaxe at Artemis (vs AC, +1 for charge, +2 for CA) (1d20+6+1+2=26, 1d6+5=7) Hit for 7 damage, bloodying Artemis.
Tommyknocker 3 uses Cunning Step (immediate reaction): when an enemy adjacent to it (Artemis) is hit by an attack, shift 1 square. (Unfortunately I misread the power, and thought I could use this to get to the other side of Artemis, setting up for a flank. Instead it shifts to F10.)

Tommyknocker 2 uses its readied action: charge the target of Tommyknocker 3's attak. It moves from H8 to F9. Pickaxe at Artemis (vs AC, +1 for charge, +2 for CA) (1d20+6+1+2=23, 1d6+5=10) Hits again for 10 damage!

Ok, everyone else has their regular turns now, then the enemies' regular turns.
[/sblock]

[sblock=Unlocked Stats]
Farmer Bob: AC 1719, Fort 1315, Reflex 1113, Will 1113
Tommyknocker: AC ??, Fort 12, Reflex ??, Will 13
Tommyknocker Darter: AC ??, Fort 12, Reflex ??, Will 13
Tommyknocker Net Caster: AC 15, Fort 12, Reflex ??, Will 13
[/sblock]

[sblock=Status]
Artemis: 1/29 hp, 4/7 surges, bloodied, dazed (save ends), +2 to all defenses until start of next turn
Lilli: 21/22 hp, 2/7 surges
Gil: 17/26 hp, 1/7 surges, +2 to all defenses until start of next turn
Shale: 31/33 hp, 3/7 surges
Karma: 24/30 hp, 1/5 surges
Farmer Bob: 2/2 hp, 0/1 surges

Tommyknocker 1: 28 damage taken, dead
Tommyknocker 2: 17 damage taken, bloodied
Tommyknocker 3: 0 damage taken
Tommyknocker Darter 1: 29 damage taken, dead, used Dream Venom Dart, 2 regular darts
Tommyknocker Darter 2: 31 damage taken, dead, used Dream Venom Dart, 2 regular darts
Tommyknocker Darter 3: 5 damage taken, used Dream Venom Dart, 2 regular darts
Tommyknocker Net Caster: 29 damage taken, dead.
[/sblock]

External Map Link
[sblock=Map]
The black slime is difficult terrain, and anyone moving through it must make a DC 12 Athletics check or end their movement immediately.

The green circles are clouds of spores which provide concealment.

fxf4ex.png

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Someone

Adventurer
With a thought both creatures assaulting Artemis vanish, to reappear shortly some distance away, closer to the underground river and the dart throwing foe.

[sblock=actions]
Move: To E16
Standard: Dimension Scramble, augmented with 2 power points, centered at F9. Since it''s been augmented, it targets only enemies in the area, so Artemis is safe. They both should hit for 14 damage (for some reason the dice roller rolled twice, so get the first damage roll) and teleport the creatures to H7 (TK3) and G7 (TK2). I think I have line of sight to H7 from E16; if that's not the case, teleport TK2 (who is probably dead anyway) to F7 [/sblock]


[sblock=mini-stats] Shalehttp://l4w.wikia.com/wiki/PC:Shale_(Someone) Shardmind psion 3
Status:
Initiative: +1, Passive perception: 11, Passive Insight: 16
Defenses: AC: 18, For: 13, Ref: 17, Will: 17
HP: 31/33, Bloodied: 16, Surge value: 8, Surges/day: 3/7 Speed: 6 squares
Languages: Common, Deep Speech, Elemental
AP: 0, Power points: 2/4

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

First Post
Artemis swoons from the dart poison and the blows.

"That, Gil, is called 'walking into an ambush'..." he slurs.

[sblock=ooc] Ouch JNC, nice rolls! Nice job Someone.[/sblock]
 


JoeNotCharles

First Post
[sblock=Update]
Yes, TK2 is dead. TK3 is bloodied, and teleported to H7. Shale is now in E16.

If anyone wants to use Karma's Telekinetic Lift power to get moved up to the ledge ("slide 3 squares, even into the air", just post that as happening before your first action and I'll pretend Karma went just before you.
[/sblock]
 

Neil1889

First Post
Lilli moves towards the stairs to stand shoulder-to-shoulder with Artemis in his plight.

Quickly, her hands weave an enchantment that seemingly summons great watery tentacles from the river below. Sweat beads break on her brow from the effort as her will channels her sorcery into creating an nightmare for the surviving Tommyknocker warrior, who is first pummelled and then bound by the tentacles that seemingly linger in the area where the Tommyknockers are standing. The Tommyknocker Darter shrugs off the main force of all this attack, but a danger in the area still remains.

[sblock=actions]
Move to D10.

Illusory Ambush (At Will Standard Ranged 10, Arcane, Illusion, Implement, Psychic)
Target: One creature
Attack: +5 vs. Will
Hit: 1d6+5 Psychic damage and the target takes a -2 penalty to attack rolls until the end of your next turn.

Illusory Ambush on Tommyknocker 3: http://invisiblecastle.com/roller/view/3038377/ Total: 14

Potential damage against Tommyknocker 3: http://invisiblecastle.com/roller/view/3038382/ Total: 10.

Lilli uses an Action Point!

Grasping Shadows (Encounter Standard Area burst 1 within 10 squares Arcane, Illusion, Implement, Psychic)
Target: Each creature in burst
Attack: +5 vs. Will
Hit: 1d8+5 Psychic damage and the target is slowed until the end of your next turn.
Effect: Shadows writhe in the designated area and continue until the end of your next turn. Any creature that enters the area of the grasping shadows takes 5 psychic damage and is slowed until the end of its next turn.

Grasping Shadows centred on H6.

Potential damage against targets in the area of effect: http://invisiblecastle.com/roller/view/3038395/ Total: 8




Feat:
  • Phantom Echoes: When you use an arcane illusion power and hit a target, you gain combat advantage against that target until the end of your next turn. If the illusion power has an effect that a save can end, you instead gain combat advantage against the target until it saves against that effect..
Grasping Shadows attack roll against Tommyknocker 3, including at +2 bonus from her feat (I think Lilli hit its Will in the first attack): http://invisiblecastle.com/roller/view/3038403/ Total: 19

Grasping Shadows attack roll against Tommyknocker Darter 3: http://invisiblecastle.com/roller/view/3038406/ Total: 11 (missed, damn it).

[/sblock]


[sblock=mini-stats]Lilli.
.
Female Gnome Illusionist Wizard, Level 1
Initiative: +0, Passive Perception: 11, Passive Insight: 16. Senses: Low-light vision.
AC:15, Fort: 11, Reflex: 15, Will: 15.
HP: 21/22, Bloodied: 11, Surge Value: 5, Surges left: 2/7
Speed: 5 squares. Size: Small. Languages: Eladrin, Allarian.
Saving Throw Bonuses: +5 Racial bonus against illusions
Action Points: 1
Powers:
Ghost Sound
Light
Prestigitation
Mage Hand
Orb of Deception
Illusory Ambush
Nightmare Eruption
Grasping Shadows (used)
Fade Away
Second Wind
Horrid Whispers
Conditions:
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CaBaNa

First Post
Gil walks as quickly as his legs will take him, without breaking into a jog, up the stairs to stand in-front of Artemis. Gil throws a small vile to his friend, I doubt you'll like the taste, but I'm sure you'll love how it feels. Gil winks at his newly-found mentor, and turns away to keep an eye on the enemy. I learned about darts and ambushes, the hard way, a few moments ago.

[sblock=ooc]

Move to F15

Standard move to f9

minor Healing Infusion Curative Admixture on Artemis
Artemis heals surge value +1

[/sblock]


[sblock=Ministat]

Gil Human Hybrid Wizard/Artificer Multiclass Assassin
AC 18/16 Fort 16/14 Reflex 19/17 Will 16/14 (+1 from ranged attack 5 squares away Cloak of Distortion)
HP 17/27 Surges 1/7 Surge value 6
Passive Insight 17, Passive Perception 17, Normal vision
Second Wind: Used,
AP total 0, Speed 6, Initiative +7, Languages Common, Draconic
At-will powers; Thundering Armor, Winged Horde, Scorching Burst, Ghost Sound, Light, Prestidigitation, Mage Hand
Encounter powers; Grasping Shadows, Shadow Step, Moonstride, Healing Infusion: Curative or Resistive, Orb Shift
Daily powers; Caustic Rampart

[/sblock]
 
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JoeNotCharles

First Post
Two of the remaining tommyknockers are slaughtered instantly, and the third is enveloped in a zone of grasping shadow. Karma advances to join his companions and launches a sacred flame at the last tommyknocker. The flames writhe about it and Artemis feels its poison in his veins burning away.

The last darter pulls out another dart - this one is nearly as long as a javelin and has a line of silvery thread trailing from it, like a miniature harpoon. He throws it towards the cluster of enemies, and it sinks deep into Karma's arm! The darter yanks on the thread and sends Karma staggering forward, pulled by the harpoon. Karma hits the top of the steep, slippery steps leading down to the river and tries to halt himself, but it's too late: he tumbles down the steps and splashes into the river. The tommyknocker laughs and lets go of the harpoon as the rushing water instantly carries Karma away!

[sblock=Karma's Fate]
Karma washes up onto the shore quite a ways downstream, bloodied but not seriously injured, in a new set of tunnels. Now that he is not with Artemis he isn't affected by the demon's spell, so he is able to find his way back to the surface relatively easily, coming out of a mine entrance on the continent of Allaria. He's surprised to find himself so far away from the pit you fell into, but at least he's near civilization so he is able to heal and make his way back to Daunton.
[/sblock]

Farmer Bob edges along the wall to huddle in the light of one of the lamps, but is too afraid to step out into the cavern on his own.

[sblock=Actions]
Tommyknocker 2 is hit for 14 damage, killing it.
Tommyknocker 3 is hit for 14 damage, bloodying it and teleported to G7. (I was wrong! Shale didn't have line of sight to H7! I put it here so Lilli's attack would still work.)
Then it's hit again for 18 damage, killing it.
Artemis is healed up to 9 hp.

Karma
Move: to E9
Standard: Sacred Flame at Tommyknocker Darter 3: Sacred Flame vs Tommyknocker Darter (1d20+5=24, 1d6+3=8) Hits for 8 damage, bloodying it. Artemis can make a free saving throw.

Farmer Bob
Move: to G20
Standard: full defense

Tommyknocker Darter 3
Standard: DM Fiat Harpoon Attack at Karma: automatically hits, for doesn't-really-matter damage, and he is grappled.
Move: DM Fiat Harpoon Yank on Karma: slides a grappled target 5 squares, to E4. Karma disappears into the river.
[/sblock]

[sblock=Unlocked Stats]
Farmer Bob: AC 1719, Fort 1315, Reflex 1113, Will 1113
Tommyknocker: AC ??, Fort 12, Reflex ??, Will 13
Tommyknocker Darter: AC ??, Fort 12, Reflex 13, Will 13
Tommyknocker Net Caster: AC 15, Fort 12, Reflex ??, Will 13
[/sblock]

[sblock=Status]
Artemis: 9/29 hp, 4/7 surges, bloodied, dazed (save ends), +2 to all defenses until start of next turn
Lilli: 21/22 hp, 2/7 surges
Gil: 17/26 hp, 1/7 surges
Shale: 31/33 hp, 3/7 surges
Karma: 24/30 hp, 1/5 surges
Farmer Bob: 2/2 hp, 0/1 surges

Tommyknocker 1: 28 damage taken, dead
Tommyknocker 2: 31 damage taken, dead
Tommyknocker 3: 32 damage taken, dead
Tommyknocker Darter 1: 29 damage taken, dead, used Dream Venom Dart, 2 regular darts
Tommyknocker Darter 2: 31 damage taken, dead, used Dream Venom Dart, 2 regular darts
Tommyknocker Darter 3: 13 damage taken, bloodied, used Dream Venom Dart, 2 regular darts
Tommyknocker Net Caster: 29 damage taken, dead.
[/sblock]

External Map Link
[sblock=Map]
The black slime is difficult terrain, and anyone moving through it must make a DC 12 Athletics check or end their movement immediately.

The green circles are clouds of spores which provide concealment.

The grey square is Grasping Shadows. Until the end of Lilli's next turn, any creature that enters the area takes 5 psychic damage and is slowed until the end of its next turn.



Uploaded with ImageShack.us
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CaBaNa

First Post
Karma! shouts Gil loosing a quick illusion, but still too slow to save Karma. The water-like insects grab at the last enemies feet, forcing it to pay more attention to it's footing than any incoming threat.


OOC: winged horde centered on darter, 25 v will HITS
3 psychic damage and darter cannot take Opp actions TE of Gil's NT
 
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