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


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MadAzolin

First Post
Blocked by skeleton and Jade, owlbear hunter roars savagely as it tears into creatures assailing it. As its talons rake skeleton, barrier of flame appears between them, searing creature and deflecting part of damage.
[sblock="owlbear hunter #1, actions"]
- hits fey beast and crits skeleton with following attack [23 damage vs beast, 32 vs skeleton]
- Kane's aegis prevents 9 damage to skeleton
- Skeleton is now at 6/29 HP, fey beast is at 9/32
[/sblock]
Weakened by Vermithrax's ghoulish spell, owlbear hunter hoots its fury as it struggles to charge the necromancer, but its efforts are to no avail, weakness imposed by spell being to powerful for it to overcome.
[sblock="owlbear hunter #2, actions"]
Owlbear Hunter #2 fails to move. It doesn't do much else either.
[/sblock]
Hooting softly, third owl-beast approaches through grasping shadows, its advance slowed by barriers of almost solid shadow.
[sblock="owlbear madowl, actions"]
creature approaches using double move
[/sblock]
 
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Neurotic

I plan on living forever. Or die trying.
The warlock quickly retreats from one of the hunters, but bravely stands in front of the mage brandishing his rod at the creature. Beam of light shines from the forest canopy burning the circle around the beast. Smaller beam shines over the warlock and he disappears in dancing sheets of radiance, brilliant enough that it's hard to look directly at him.

"HA! That's better. I've forgotten how different and far away the stars here are."

[sblock=Actions]
Move: K15, gain concealment
Minor: Curse H2
Standard: Dire radiance vs H2 Fort; radiant damage; curse; extra damage (with curse) (1d20+12+1=32, 1d6+8=10, 1d6=5, 2d6+8=17) - 15 radiant damage, Hunter 2 is at -2 to hit TENT Martelai, if Hunter 2 moves willingly closer to Martelai it suffers extra 17 damage

Immediate interrupt: Delban's Deadly Attention:
if enemy attacks Martelai and hit: 2d8+8 necrotic damage. The target chooses either to deal half damage with it's melee attack or to take extra 1d8 necrotic
If MadOwl attacks first, it takes curse damage too (H2 doesn't, curse is one per turn and if it moves it will already take the curse damage on it's turn)
[/sblock]
 

Voda Vosa

First Post
Vermitrax sees the other owl beast approaching from the back. He pulls his sleeve back in place, and sticks his staff on the ground in front of him. With both hands free, he begins an hypnotic incantation, as his eyes begin to glow with purple energy. As he finishes the incantation, he palces both hands at the sides of his head, the glowing in his eyes intensifying! But nothing seems to happen, until the onlooker pays attention to the approaching owlbear. Its eyes glow with the same purple energy, and it backpedals, shambling like a puppet, into the area of the grasping shadows.

OOC: Using hypnotism to slide the madowl into the grasping shadows so it takes damage and is slowed again: 28 hits his will.
 


jbear

First Post
Kane drives his blade through the air reaching into the creature beneath his Aegis' mind but meets with a pure wall of rage that makes his attempt completely useless. He shifts to his left preparing for the creature's retalliation.

[sblock=Actions]
Standard: Phantasmal Assault: Natural 1
Move: Shift 1 to activate Boots of Fencing Master: +1 AC & REF TENT
[/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]

[sblock=OOC]Bah, that will teach me not to read other players posts properly. The owlbear I used evil eye on was already immobilised. :( What a waste.

A correction on Kane's interrupt. His Priority is to use Dimensional vortex only if another enemy is within 5 squares so he can teleport it alongside and have it attack its ally. If not he doesn´t use it.

So his next priority is to interrupt the attack with his Aegis of Shielding, preventing 9 dmg, which deals 9 fire dmg to owlbear 1.

So Owlbear will remain where it is and Skeleton will take max dmg from the crit -9; Owlbear takes 9 fire dmg, reducing it to 200 hps [/sblock]
 
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MadAzolin

First Post
[sblock="corrections to last round"]
- Kane did not teleport owlbear hunter #1, instead preventing 9 damage it did to skeleton (which resulting in it taking 9 fire damage)
- as result, creature dealt 23 damage to Kane's fey beast and 23 damage to Vermithrax's skeleton
[/sblock]
 

Neil1889

First Post
Lilli decides to just to aim for a psychic punch on the nose of the owlbear that was once again visiting the grey tentacles.

She then runs in the greenery; Vermitrax's Hypnotism (an admirable spell that Lilli once experimented with herself) dealt it more damage from her tentacles and slowed it down again.

[sblock=actions]5 more damage and Slow from re-entering the Grasping Shadows spell from last round.

Standard Action: Lilli casts Nightmare Eruption, on the slowed again (Vermitrax's spell) Owlbear Madowl (suffering from Phantom Echoes from the previous round, so extra +2) - Total to Hit = 31, damage 8.

Nightmare Eruption (At Will Standard Ranged 10 Arcane, Illusion, Implement, Psychic)
Target: One creature
Attack: +10 vs. Will
Hit:1d8+6 Psychic damage and any enemy adjacent to the target takes 5 Psychicdamage

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.

Move Action: Lilli moves from G14 to C18.


[/sblock]

[sblock=Potential Interrupts]If Lilli is bloodied, then Lilli will use the following (if Shield spell below ensures a miss, then use Shield instead):

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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dimsdale

First Post
Lerrick continues to torment the owlbear she attacked last, raising her hand and pointing again at the beast. Silver mist surrounds the face of the beast, more concentrated than the last time, effecting the beast's ability to attack.

[sblock=actions]
minor: none
attack: Bane vs OB1 attack roll: 22 (hit):
Until the end of Lerrick's next trun, the target takes a -4 penalty to attack rolls and all defenses.
movement: none
[/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: USED
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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