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

Voda Vosa

First Post
"Such enlightening pieces of knowledge. Tell us something that can't be inferred by the huge claws they have, and the fact that they are 7 feet tall." the wizard chuckles. "Used to fight with brutes and barbarians I presume? Keep in mind you are now alongside erudites."
 

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Neil1889

First Post
Observing the spells placed around the wood, Lilli decides to move for a better angle on the owlbear as yet unaffected by constrictive magic (hoping the skeleton-thingy can delay the approach of at least one of them).

Lilli summons a cloud of shadowy grey tentacles that attacks what is to her a terrifying creature; she hopes that her new companions have the wit not to step in them.

Finally, thinking of these companions and perhaps of herself, she lays an aura of healing around her.

[sblock=actions]Nature Check, start of round: Total = 23.

Move Action: Lilli moves from K11 to G14.

Standard Action: Lilli casts Grasping Shadows, centred on B7, filling A6 to C8. Owlbear Madowl is attacked - Total to Hit = 23, Damage is 14 and slowed.

Grasping Shadows (Encounter Standard Area burst 1 within 10 squares Arcane,Illusion, Implement, Psychic)
Target: Each creature in burst
Attack: +10 vs. Will
Hit: 1d8+6 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. Targets can only take the zone damage once per turn.

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.

Minor Action: Activates Skald's Aura for later.

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



[/sblock]

[sblock=Potential Interrupts]If Lilli is bloodied, then Lilli will use:

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

If Lilli is attacked and this Power will cause a miss, then Lilli will use:

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

[sblock=Ministats]
Lilli


Female Gnome Wizard, Level 7.
Initiative: +3, Passive Perception: 14, Passive Insight: 19. Senses: Low-light vision.
AC: 21, Fort: 16, Reflex: 20, Will: 20.
HP: 42/46, Bloodied: 23, Surge Value: 11, Surges left: 6/7
Speed: 5 squares. Size: Small. Languages: Eladrin, Allarian, Draconic, Dwarven.
Saving Throw Bonuses: +5 Racial bonus against Illusions.
Action Points: 1
Powers:
Orb of Deception
Second Wind
Use Vulnerability
Illusory Ambush
Nightmare Eruption
Grasping Shadows - Used
Horrid Whispers
Ghost Sound
Light
Prestidigitation
Mage Hand
Fade Away
Shield
Maze of Mirrors
Visions of Avarice [Visions of Avarice Secondary Attack]
Skald's Aura - Used, Healing available
Experienced Arcana
Phantom Echoes
Orb of Far Seeing - Encounter Power
Orb of Far Seeing - Daily Power
Feyleaf Sandals - Daily Power
Amulet of Elegy +2 - Daily Power
Illusionist's Gloves - Daily Power
Harp of Deeper Slumber - Daily Power

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

Conditions: None.[/sblock]
 
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"These are magical predators, not bears! Don't be snide, mage, be careful." deva is too old to be bited and he answers like explaining things to the child (well, actually, he does) :p
 

Voda Vosa

First Post
"Don't you tell? I was wondering what the heck was an owl head and feathers doing on a bear." the mage rebuts.

Forgot to add the skeleton's stats:

[sblock=Skeleton]HP: 29
AC 23 Fort 21
Ref 23 Will 23
Opportunity attacks: +13 vs AC for 2d8+9 dmg
Immune to: Poison and Disease [/sblock]
 

jbear

First Post
Kane's blade flashes up, its tip coming to rest just below the milky white orb of his unseeing eye. "By my evil Eye, take a step closer and Die!" roars the swordmage, not a trace of a stutter, as the magic begins to surge through his blood, flashing his blade to point towards one of the charging owlbears. Obviously language is no barrier as he stops the creature suddenly in its tracks, leaving it looking rather ruffled and annoyed at the compulsive obedience forced upon it by such a frail creature.

His fey companion rushes to meet the beast barrelling in from the other direction, snapping at its massive heels with fearless abandon. Sensing the danger Kane turns, spinning the sword in his hand as he does, the point coming to rest pointing towards the creature, his mind forming an unbreakable link with it as a gout of flames leaps from his sword wrapping around the creature and branding it indelibly with Kane's defensive Aegis.

[sblock=Actions]Minor: Evil Eye of the Vistani vs Will Owlbear Hunter Roll 26=Hit! : Owl H2 cannot willingly move closer to Kane TENT and grants CAdv

Move: Shift 1 to N10; Boots of the Fencing Master: Kane gains +1 item bonus to AC and REF TENT
Fey Beast moves 6 to P7
Owl Hunter 1 is now in Fey Beast Aura: Kane and other Allies deal +2 dmg vs those in the aura and Kane has CAdv

Standard: Swordmage Shielding Fire vs FORT Owl H1 Roll 29=Hit! for 18 Fire dmg
Effect: Creature is marked by Aegis til End of Encounter; Kane can mark another creature with his normal Aegis as well
If Kane prevents damage caused by this creature, the creature takes the same amount of fire damage as that prevented.
Please DO NOT supercede this mark!!

Kane gains 2 THPs for hitting a creature that he marks with Arcane Atk

Kane has many Interrupts, do I need to establish a preference or can I decide based on the situation?
[/sblock]

[sblock=Kane Arcane]
PC:Kane Arcane (jbear1979) - L4W Wiki
Human Hybrid Swordmage | Wizard 8
Passive Perception/Insight 16
AC:26 (27), Fort:21, Reflex:22 (23), Will:21, Speed:6
HP: (+2 THP) 65/65, Bloodied:32, Surge Value:16, Surges left:9/11
Initiative +4
Action Points: 1 (encounter):

Conditions:

Powers
MBA: Frostbrand Longsword +2, +11 vs AC, 1d8+4 damage
Cantrips,
Freezing Burst, Phantasmal Assault, Sword Burst

Glorious Presence:
Aegis of Shielding:
Channelling Shield:
Dimensional Vortex:
Charm of the Defender:
Frostbrand Longsword (Freezing Blast):
Frostbrand Longsword (Extinguish Fires):
Evil Eye of the Vistani: USED on Owl H2
Boots of the Fencing Master:
Viper Belt:
Second Wind

Flaming Sphere:
Swordmage's Shielding Fire: ACTIVE on Owl H1
Fire Shield:
Dislocation Longsword:
Amulet of Psychic Interference:
Power Jewel:
Raven Cloak:


Combat notes:
Resistances: 7 Fire; 5 Necrotic, Cold, Poison
Boots of the Fencing Master: +1 item bonus to AC & REF TENT when Kane shifts.
White Lotus Riposte: When an enemy Kane has hit with an At Will Power attacks him on his next turn, they take 4 dmg (type is equal to the damage type dealt by at will power)
Gauntlets of Arcane Might: Kane gains 2 THP when he hits an enemy he marks with an Arcane power
Shimmering Cloth Armor: Kane's ranged and area attacks do not provoke OAtks
War Wizard's Expertise: Kane's arcane attacks vs allies take a -5 penalty to hit.

Jade, Feybeast HP (+0 THP) 32/32; AC 21 F/R/W 23/19/23
Perception +9
MBA: Claw: +13 vs AC; 1d12+4 dmg
Aura +2 dmg to all allies vs enemies in Fey Beast Aura; Kane gains CAdv vs enemies in aura
[/sblock]

[sblock=Interrupts]
Priority 1: Dimensional Vortex
Used if:
Enemy hits ally with melee atk and is within 5 of another enemy

Priority 2: Aegis of Shielding
Used if: Owl Hunter 1 hits ally to reduce dmg by up to 9; Owl hunter takes equal fire dmg

Priority 3: Channelling Shield
Used if:
Enemy hits a living ally and neither of the other two conditions have been met this round
[/sblock]

 
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"Don't you tell? I was wondering what the heck was an owl head and feathers doing on a bear." the mage rebuts.

"Why were you wondering? We're in the magic kingdom, of course there will be magical creatures. I thought you said we are all erudites? It's obvious you don't know what you're talking about, so I offered you some sound advice."

deva keeps lecturing, but bythis point it's not clear whether he just keeps the banter up or is genuinly cured of humor by too many incarnations...but his next sentence clears any doubt.

"But if you need it spelled out, these creatures hoots have magical properties that will blast your mind or turn it to focus single-mindedly on that lesser one. The big ones will grab you after they daze you and eat your brains. Clear enough?"
 

MadAzolin

First Post
[MENTION=75065]jbear[/MENTION] [sblock="dm"]
GM:
it would be great if you write your interrupts by preference as it makes monster turns go faster; ofc you can change them from turn to turn if needed
[/sblock]
 



dimsdale

First Post
Lerrick looks for a potential target, then finds one. She moves closer, the stops. Mumbling a short prayer she then raises her arm and points to the beast. Wisps of silver mist begin to swirl around the creature, moving slowly upward until engulfs the foe. The giant creature grunts loudly in discomfort, clearly distracted by the cleric's magic. It waves it massive arms in front of its face, trying in vain to move away the mist.

[sblock=actions]
movement: move from j12 to L10
minor: none
attack:
Denunciation vs Owlbear Hunter 1 will: Hit (28)
Until the end of Lerrick's next turn, OBH1 is dazed and has a -3 penalty to attack rolls and all defenses.
[/sblock]

[sblock=Lerrick Stats]
AC: 22 Fort: 20 Reflex: 19 Will: 24
HP: 60/63 Surges: 9/10 Surge Value: 15
CURSED: none
STATUS: none

FEATS

  • Ritual Caster: Lerrick can preform and master rituals my level or lower
  • Pacifist's Reward: Lerrick, if her attack doesn't do damage, receives +2 temp hitpoints at the end of her turn.
  • Healer's Implement: +1 to healing power when ally uses a healing surge as a result of a power used by Lerrick
  • Pacifist Healer: an additional 1d6+5 to hp for each heal word Lerrick uses
  • Improved Defenses: +1 feat bonus: Fortitude, Reflex, and Will
  • Group Vigor: Everyone within 10 feet of Lerrick receives 1 extra hit point when they spend a healing surge

POWERS
Astral Seal
Sacred Flame


Knack for Success
Channel Divinity: favor of the Gods
Channel Divinity: Healer's Mercy
Noble Presence
Bane
Denunciation: USED
Healing Word (2): 1 USED
Hymn of Resurgence
Bastion of Health

Life transference
Moment of Glory
Iron to Glass

Medic's Dagger: (Power)
Potion Bandoleer: Currently stocked with 6 healing potions
Healer's Broach: (Power)
Gleaming Diamond Bracers: (Power)
River of Life Gloves: (Power)
[/sblock]
 
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