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

MadAzolin

First Post
With blood-red radiance spreading over the grove, vine-tendrils attack with savage fury as monstrosity seems whipped into frenzy.
Things aim for closest living, launching attack against Martelai and Kane:
[sblock="vines attack"]
Bladed vine vs Kane: hit for 11 damage (+5 for vulnerability for 16 total) 1d20+18=37
-> dies from fire-shield
Phased vine vs Martelai: hit for 8 damage (+5 for total of 13): attack vs fort, 8 necrotic and psychic damage (1d20+13=18)
-> dies from Martelai's item effect
[/sblock]
As vine disintegrates after touching warlock and other one burns to crisp upon touching Kane, more tendrils emerge followed by monstrosity itself whose roaring maw rises from the swamp right beside Kane, ready to deliver killing bite.
Monstrosity emits long haunting tone as its segmented jaw closes around Kane, threatening to engulf swordmage, paying no
heed to his sword and fireshield.
[sblock="monster"]
-> (free) more vines emerge (see map)
-> (standard) Horror bites at Kane: Attack vs Kane (vs AC) (1d20+18=34, 4d10+14=32),
-> hit (almost crit), 32 damage (+5 for vulnerability -10 for iron to glass for total of 27)
-> horror takes 8+5 = 13 + 25 = 38 fire damage from fireshield
[/sblock]
As creature crunches swordmage, it whips its smaller tendrils and with long piercing tone and flash of sickly red radiance,
three runes appear in vicinity, vibrating with magical energy.
[sblock="monster"]
-> (minor): three arcane runes appear: L9, O13, S19; marked by large red X on the map
[/sblock]
[sblock="arcana DC 25, minor"] Whatever the creature did seems to be causing temporary disturbance
in fabric of space, magical runes are actually quite weak and short duration magical portals to... somewhere.
While exact effect is hard to predict, your intuition would say they are going to implode very soon, probably with
potentially damaging consequences to anyone in close vicinity. [/sblock]

GM: Monsters done, feel free to resolve any interrupts you might have or other effects before end of round.
 
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MadAzolin

First Post
GM: ---- NEW ROUND ----:
Monster and PC stats:

PC stats:
Martelai: HP 37/68 AC 21 Fort 19 Ref 20 Will 21; on hit, 1d6 dam to attacker, foes who end turn beside him take 5 psychic
Cyr: tHP 0, HP 49/50 AC 22 Fort 16 Ref 20 Will 22;
Lilli: HP 41/46 AC 21 Fort 16 Ref 20 Will 20
Kane: HP 20/65 AC 26 Fort 21 Ref 22 Will 21; flaming sphere active; taking 10 ongoing poison damage (save ends)
Jade: unsummoned
Verm. HP 54/54 AC 22 Fort 20 Ref 22 Will 22
Skel HP 29/29 AC 22 Fort 20 Ref 23 Will 23
Lerrick: HP 51/63 AC 21 Fort 20 Ref 19 Will 24

Monsters:
Horror of The Swamp of Tears: AC 27, Fort 26 Ref 23 Will 26; HP: 272/540
-> affected to iron to glass (-10 damage)
Vines: AC 27, Fort 26, Ref 24, Will 24; HP 1/1, minion

Link to combat grid: https://docs.google.com/spreadsheet...dHpvWTk1ellPTlhjZ2I4VVF6eVdGVEE&usp=drive_web


GM: Pillars:
- 10/10 active: PCs have:
-> +25 to damage, +5 to hit, crit on 19-20, do not expand encounter or daily power on use**
-> -5 to all defenses, no resistances*, vulnerability 5 to all damage, -10 healing surge effect
*: for detailed mechanics, effect says 'you have no resistances, no matter how many you might have otherwise;
immunities are not affected'.
**: for detailed mechanics, effect says 'all your encounter and daily powers recharge as free action (no action) upon use'


Notes:
-> runes created by monster are not ​blocking terrain
 
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Neurotic

I plan on living forever. Or die trying.
I assume there was no time to slide the horror on death of two cursed minions?

So:
free actions on the death of the phasing vine:
- Martelai teleports to N16, gains shadowwalk (this is Blackleaf gloves encounter power, on boon teleport 3)
- curse everything within 5 (includes Kanes vine)
- swamp horror slides 1 to L11-N13
free action on the death of Kanes vine
- swamp horror slides to M12- O14


[MENTION=6747396]MadAzolin[/MENTION], effects are no action on boon trigger so yes, they have to be immediate. There is no specifying of range of line of sight, only that the creatures moved are cursed by Martelai. Also, since the teleport idea was to move away from the rune and the rune appeared AFTER, Martelai will not teleport via gloves (I'll return him on the map next to the monster.

Finally, the monster ended its turn next to Martelai so it took 5 psychic damage.
 
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MadAzolin

First Post
GM: @Neurotic: Just to make sure everything is in proper action sequence:
- monster actions are in following order:
1) vines on the grid that are not dead attack
2) new vines spawn
3) monster acts
- so what happens is:
1) vines attack, hit and die
-> actions on dead vines activate (teleport, slides)*
2) new vines spawn
3) monster acts: moves, resurfaces and attacks

As result, monster is slid before it moves (I guess upward 2; also no idea if you can slide something you cannot see.
It does have enough move to compensate for it and resurface beside Kane (where I originally put it), so
I will put it back there; feel free to change your triggered actions on boon/cursed minions die
Note: as Martel teleported before monster put runes, it put rune to O16 instead (see map)

*: this assumes free actions on cursed dead monster must be used just after monster dies,
if they can be used later, please do adjust
 
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Voda Vosa

First Post
"Well if you are so eager to see a display of my arcane might I might indulge you." The wizard produces a set of runes on the air, complicated and foul. The glyphs start to circle him at dazzling speed, and as he slams the tip of his staff on the ground, the same runes appear around the abomination. The ground seems to collapse into total darkness, and although the creature floats, in its twisted mind it falls into oblivion. "I could have made something nicer, but you are all randomly distributed on the battlefield, making spells of great amplitude difficult to use, that is, if I wished you no ill effects." Vermitrax comments as he walks next to a barbed vine, and unleashed tendrils of his own, that extend from his robes, ripping it to shreds.

Phantom chiasm in J13 (marked with a line square): 18+5 to hit the horror, 18+5 to hit the barbed vine: damage: 12+25: 27 damage, the horror falls prone and is immobilized until the end of its next turn.
AP: Beguiling strands: kill barbed vine, miss phased one.
 

Neurotic

I plan on living forever. Or die trying.
"That's the way, mage. Blast things apart, yes, but put them into better position for the next blast too. Good power, too bad the horror couldn't be swallowed whole. Now let me see what I can do."

Martelai makes a circular motion and the air ripples over the monster. You get a short glimpse into the night sky. The monster hit sees every star, every grain of sand of this swampy ground, each in excruciating detail. All at the same time. Even its strange mind cannot help but be overwhelmed with such display.

Worse, the ripple spreads, covering three vines, obscuring the caster and when everything clears out, Martelai stands several yards away, the vines are closer together and the one threatening Vermitrax is moved away.

OOC: focus on the monster with the damage bonus, vines can be cleared by a burst or two. If anyone can move Q9 into the zone, it will be killed immediately.



[sblock=Actions]
Standard: All the sand, all the stars blast 3: Autohit with dice of auspcious fortune last roll = 9 +12+5+2; psychic damage; curse damage (2d6+8+25=38, 1d6=1) - 39 psychic damage to the horror and it is DAZED
Free: recover All the sand, all the stars
Free: horror is bloodied and triggers the boon (Bloodied boon feat) - rod of corruption speads the curse to I12, L16 and P18 vines, horror is no longer cursed
Free: Blackleaf gauntlet teleport triggers and Martelai teleports to M16, gain shadow walk concealment
Free: Bladed vine is slid I12->J13, Phasing vine is slid L16->K15, Bladed vine is slid P18->O19


Move: Feast of souls moves 2 squares T9-V11 --> R9-T11
Minor: sustain Feast of souls


Immediates: if the horror bites Martelai interrupt with delbans deadly attention
Immediates: if Martelai is force-moved, at the end of the forced move, shift 1 away from the threat
[/sblock]


[sblock=Martelai Stats]

AC: 22 Fort: 19 Reflex: 21 Will: 21
HP: 33/68 Surges: 5/9 Surge Value: 17
CURSED: Swamp Horror, Phasing Vine
STATUS: bloodied, resist 5 necrotic, +2 all defenses vs. cursed, resist all 3, enemies attacking in melee take 1d6 damage per attack, enemies ending their turns next to Martelai take 5 psychic damage
Total defenses :
AC: 24 Fort: 21 Reflex: 23 Will: 23
vs cursed
AC: 26 Fort: 23 Reflex: 25 Will: 25

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


POWERS
Eldritch Blast
Dire Radiance



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


Decree of Khirad
Flames of the Smoking Crown
Feast of Souls


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

[/sblock]
 
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Cyr moves within the protective circle and raises his staff above the head, twirling it in downward spiral. Gentle song comes from his lips and the trees around the glade become silvery with leaves shining with astral radiance. The leaves fall down over the horror and nearest vines. The horror is burned terribly, much worse then anything yet seen and several leaves remain, burning over its hide. The vines simply collapse to ashes.






[sblock=Actions]
Move: I18

Standard: Falling leaves in K14 vs Ref(Horror; Bladed; Phasing); radiant damage (1d20+14+5=29, 1d20+14+5=31, 1d20+14+5=36, 2d8+8+25=45) - hit all - horror takes 50 radiant damage (with vulnerability) and extra 5 radiant damage if it ends its next turn next to Cyr or his allies

Free: recover Falling leaves
Free: Covenant of preservation, Kane is slid to N11

[MENTION=75065]jbear[/MENTION], I hope the runes will not explode in burst 2, I feel you're quite safe as the monster is dazed and prone (thus attacking with penalty or just getting up) and it will take some extra damage and you finally get to mark it. If you think its not safe, you can move away freely (dazed = no OA)


* Interrupt: Miraculous Fortune (damage reduced by 5, one ally get +1 power bonus to attack) - trigger: hit by a non-minion

[/sblock]

[sblock=Cyr Stats]
Deva Invoker Scholar 8
STATUS: none
IMMEDIATES:
* Interrupt: Miraculous Fortune (damage reduced by 5, one ally get +1 power bonus to attack) - trigger: surprise attack by non-necrotic attack or critical hit by a non-minion
* Reaction: Preserver's rebuke

Initiative +12; Senses Passive Insight 25, Passive Perception 26
HP 49/50, Bloodied 25, Surge Value 12+1, Surges 2/7
AC 23; Fortitude 18, Reflex 22, Will 24

(+1 TO ALL DEFENSES vs. BLOODIED ENEMIES)
Resist 9 radiant; Resist 9 necrotic


Feats:
* Battle Intuition - +2 to initiative, use Wisdom modifier instead of Dexterity
* Superior Implement (Accurate Staff)
* Coordinated Explosion - +1 to hit with blast and burst attacks if ally is in the area
* Staff Expertise
* Superior Will
* ImprovedDefenses

0/1 AP
Saving Throws:

Speed 5

Vanguard's Lightning
Hand of Radiance


Blades of Astral Fires
Second Wind
Memory of Thousand Lifetimes
Miraculous Fortune
Falling Leaves
Demand Justice
Use Vulnerability
Preservers Rebuke
Rebuke Undead
Tide of the First Storm


Silent Malediction
Searing Orb


Staff of the warmage (daily free enlarge spell)
Clearsense powder (consumable minor)
Iron Skin Belt (daily minor): gain DR 5 TENT
Curse Eye Tattoo (action point free): one enemy takes -2 to saves (save ends)
Gauntlets of Remote Action (daily move): switch places with floating gauntlet
Steadfast Boots (encounter minor): +2 all defenses TENT or until moved
Storm shards (free): Trigger: use 5- level thunder or lightning power: push the target 2 squares. If it cannot be pushed it falls prone

[/sblock]
 
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Neil1889

First Post
Lilli briefly studies the rune next to her and can't make head nor tail of it.

She isn't going to sit near any threat willingly, never mind three of them, unless she choses to; so she duly scarpers.

[sblock=actions]Starts S18.

Round 9.

Visions of Avarice Zone disappears at some point.

Minor Action: Arcana check (DC 25) = 20. Fail

Sorry, not standing about there, what with the vines, mist and thingy.

Move action and Standard Action: Doubles Moves through T19 to X13.

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

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


[/sblock]



[sblock=Potential Interrupts]If Lilli is attacked and use of her Shield power will cause a miss, then Lilli will use it:

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

[sblock=Ministats]
Lilli

USED SECOND WIND.

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: 41/46, Bloodied: 23, Surge Value: 11, Surges left: 1/7
Speed: 5 squares. Size: Small. Languages: Eladrin, Allarian, Draconic, Dwarven.
Saving Throw Bonuses: +5 Racial bonus against Illusions.
Action Points: 0
Powers:
Orb of Deception
Second Wind - Used
Use Vulnerability
Illusory Ambush
Nightmare Eruption
Grasping Shadows
Horrid Whispers
Ghost Sound
Light
Prestidigitation
Mage Hand
Fade Away
Shield
Maze of Mirrors
Visions of Avarice - Used [Visions of Avarice Secondary Attack - Used]
Skald's Aura [Used]
Experienced Arcana
Phantom Echoes
Orb of Far Seeing - Encounter Power - Used
Orb of Far Seeing - Daily Power
Feyleaf Sandals - Daily Power
Amulet of Elegy +2 - Daily Power
Illusionist's Gloves - Daily Power
Harp of Deeper Slumber - Daily Power

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

Conditions: None.[/sblock]
 

jbear

First Post
As the room washes with unbridled arcane power in response to the ignition of the runes Kane's belt fails him and suddenly the poison in his lungs rips into his body with deadly speed. All but dead, his face pale and gaunt, Kane's robes flash brightly, blinding the horror for a fraction of a second, allowing Kane to cast a spell right under its nose, while remaining safe from attack. The air around the horror turns into a super charged frozen shredding wind which hurls the creature a few feet away and right next to one of its own implosive ruins. He moves the flaming sphere back up close to the horror where it burns brighter than ever, influence by the power surge and ensures that its power does not dwindle away. Dark blood pours from Kane's brutal bite wound, and seeps in dark lines from his nose and ears. Kane hacks up a glob of black goop and spits it out as he wobbles, barely standing any longer, only the magic surging through him keeps him clinging on to life.

[sblock=Actions] Start of Turn: Take 10 poison dmg -> No resistance -> +5 dmg Vulnerability = 15 poison dmg
Standard: Freezing Burst on Horror: 23 vs REF=Hit for 36 cold dmg and slides 1 square away from Kane and next to Implosive Rune
If attacked by Horror: White Lotus Riposte Horror takes 5 cold dmg (+25 dmg) & Fire Shield 2d6+5 fire dmg (+25 dmg)
Move: Flaming Sphere next to Horror: At start of its turn Horror takes 37 fire dmg
Minor: Sustain Sphere
End of Turn: Save vs Ongoing poison dmg: 12=success

Horror takes 73 dmg
If attacked by horror it takes 2d6+60 dmg
Kane has 5/65 HPs left and is no longer taking ongoing dmg
[/sblock]
 

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