Adventure: Three Queens in Allaria (DM: BenBrown, Judge: Covaithe)

jbear

First Post
OOC: Note that the Cursed One is affected by Pharodeys's Cast Fortune power, and the next 3 rolls he makes for attacks, skill checks, or saving throws will be 17, 17, 12.

Link to the original rolls here.
[sblock=OOC] Yes, I had forgotten about that but then remembered afterwards. So close to being incredibly awesome! It's still possible that TCO make more than 3 rolls in his first round though. Unlikely, but possible. I'm not sure if any of the leaders have 'make MBA' type powers as well.

In any case he may as well use his Crimson Blade power to draw and cover a flank, as if he doesn't use it upon rolling initiative, then it won't be used at all. [/sblock]
 

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BenBrown

First Post
GM: [MENTION=75065]jbear[/MENTION], delaying doesn't really work under Malenkirk rules, but feel free to ready an action.

[MENTION=91452]rb780nm[/MENTION], still wating for a turn for Sound of Stone.

Once again, sorry about the slow going.
 

jbear

First Post
[sblock=OOC] Okay, well in that case I'll just have TCO take his turn. [/sblock]

Boris' eyes narrow. He hears the seers voice whisper of the future and for a split second he sees a flash of himself beaten and bloody beneath the massive fists of the apes. This was not a display, attack was a certainty.

As certainty strikes him he raises his blade to the sky: "Light touch me!"

His weapon flares with a burning light. "Beasts! You will never taste living flesh again! Your savagery ends today if you take a single step forward."

Boris does not seem to care that he is speaking to a bunch of apes. His blade fires a burning ray of light towards one of the apes on the hill with deadly accuracy. The seer had been right. Blade still raised, Boris' eyes narrow, waiting to punish the creature again should it dare take a step towards them.

[sblock=Actions] Minor Action: Bless Weapon: +1 power bonus to attacks and +1d6 radiant damage until the end of the encounter
Minor Action: Curse on Ape 1
Standard Action: Dire Radiance on Ape 1: Use Pharodey's 17 +7 vs Fort = 24 vs Fort! Hit!
[strike]TCO gains 2 THP [/strike]
If Ape 1 moves closer to TCO it takes another 1d6+6 radiant damage +1d6 Curse dmg
[/sblock]

[sblock=The Cursed One]
The Cursed One aka Boris
Human Hybrid Paladin | Warlock 3
Passive Perception/Insight 10
AC:19, Fort:16, Reflex:15, Will:16, Speed:5
HP: [strike](+2 THP)[/strike] 39/39, Bloodied:19, Surge Value:9, Surges left:11/11
Initiative +2
Action Points: 1 (encounter):

Conditions:
Buffs: Bless Weapon: +1 atk Power bonus and +1d6 radiant dmg til end of encounter

Powers:
MBA: Eldritch Strike +9 vs AC, 1d12+5 damage

Divine Challenge:
Warlock's Curse: Ape 1
Eldritch Strike, Ardent Strike, Dire Radiance: on Ape 1
Helm of Seven Deaths: Souls Captured 0/7

Blade of Crimson: Currently Active
Valorous Smite:
Otherwind Stride:
Helm of Seven Deaths: Unavailable
Second Wind

Crown of Stars:
Bless Weapon: Active
Fullblade of Defense:
Dazzling Plate Armour:
Helm of Seven Deaths: Unavailable


Consumables:
Potions of Healing: 1/1
Augmenting Whetstone: 2/2

Combat notes:
Dazzling Plate: TCO gains +2 to all defenses vs Charm, Fear and Psychic attacks.
Gauntlets of Arcane Might: TCO gains 2 THP when he hits with an arcane attack.
Fullblade of Defense: Resist 1 vs All dmg;
TCO will use his Fullblade of Defense Daily power to halve damage of an attack will reduce him below 0.
[/sblock]
 
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rb780nm

First Post
Sound of Stone sprints towards the apes, skittering up the natural ramp.

OOC:
With a double move, I should be able to get to e14

Sorry about my absence - was travelling and had less access than anticipated
 

BenBrown

First Post
Though maddened by The Cursed One's attack, the wounded ape recognizes a nearer and more reliable target, and charges headlong at Sound of Stone. The magic of The Cursed One's attack hurts it before it can attack. It then misses, but another ape clambers quickly down the cliff behind Sound of Stone and connects with a punch.

The big bull ape leads the remaining apes down the cliff. They can't quite get to their foes, but they're coming on strong.

Then, without warning, two shapes swoop down from out of the foliage above. As they come closer, it becomes apparent that they are giant bats of some sort, but with a weird glow about them. One strikes at Pharodeys, then at Zardi before swooping away again before they can react, leaving them with wounds that while they don't look painful, continue to prey on their minds. Zardi is overwhelmed, and for a moment can not tell friend from foe.

The other bat swoops down on Tyris and Spider, tearing at the latter, and leaving him with the same strangely painful wound. Spider is also briefly overwhelmed, but manages to shake it off. The bats then up away from the ground.[sblock=enemy actions]Ape 1
Move: to E11
Standard: charge to E13. Slam (MBA) vs. Sound of Stone: 8(1d20) +9 +1 = 18 miss.
Dire Radiance & Curse Damage: 6(2d6) +6 = 12

Ape 4
Move: to D16
Standard: On The Run: ape climbs half its speed (to E15) and Slam (On the Run) vs. Sound of Stone: 18(1d20) +9 +2 = 29; 6(2d6) +5 = 11

Bull Ape
Double Move: to F10

Ape 2
Double Move: to F8

Ape 3
Double Move: to G12

Bat 1
Standard: Swoop to G5 via L8. Attacks Zardi and Pharodeys and does not provoke OAs from them.
Psychic Claw (swoop) vs. Pharodeys: 17(1d20) +8 = 25; 3(1d8) +6 = 9 and 5 ongoing psychic damage.
Psychic Claw (swoop) vs. Zardi: 12(1d20) +8 = 20; 3(1d8) +6 = 9 and 5 ongoing psychic damage.
Triggered Action: Psychic Overload (will) vs. Zardi: 8(1d20) +6 = 14 Zardi is Dominated until the end of the Bat's next turn.
Move: fly to G13 (4 squares up)

Bat 2
Standard: Swoop to O11 via M13 and M11. Attacks Tryis and Spider and does not provoke OAs from them.
Psychic Claw (swoop) vs. Tyris: 8(1d20) +8 = 16 miss.
Psychic Claw (swoop) vs. Spider: 15(1d20) +8 = 23; 6(1d8) +6 = 12 and 5 ongoing psychic damage.
Triggered Action: Psychic Overload (will) vs. Spider: 5(1d20) +6 = 11 miss.
Move: fly to N17 (4 squares up)[/sblock][sblock=map]
ApesofWrathRound1.gif
Trees (big brown circles) are impassible, and can provide cover. They are climbable with a DC 20 Athletics check.
The cliffs are also a DC 20 athletics check to climb. Going up the ramp requires no check, but is difficult terrain.

[/sblock][sblock=bluesfella]If he had not managed to get rid of the dominated, on his next turn, Zardi will attack an adjacent character using Howling Strike, or if no-one is adjacent, will charge the nearest chargeable character in range with Howling Strike.[/sblock][sblock=status]Pharodeys M9 27/36, surges 9/9, AP unused, second wind unused, 5 ongoing psychic (save ends)
Sound of Stone E14 33/44, surges 8/8, AP unused, second wind unused
Spider L10 33/45, surges 10/10, AP unused, second wind unused, 5 ongoing psychic (save ends)
Tyris L13 39/39, surges 7/7, AP unused, second wind unused
Zardi K9 51/60, surges 11/11, AP unused, second wind unused, 5 ongoing psychic (save ends), Dominated TENT bat 2.
The Cursed One I9 39+2/39, surges 11/11, AP unused, second wind unused

Bull Ape F10 No Damage Taken
Ape 1 E13 28 Damage Taken, takes damage if moves closer to TCO
Ape 2 F8 No Damage Taken
Ape 3 G12 No Damage Taken
Ape 4 E14 No Damage Taken
Bat 1 G13 (4 squares up) No Damage Taken, AP unused, Psychic Overload used
Bat 2 N17 (4 squares up) No Damage Taken, AP unused, Psychic Overload used[/sblock][sblock=Enemy Stats]Bull Ape
[sblock=combat stats]AC 17 Fort 19 Ref 15 Will 17
HP 75
:bmelee: Slam +8 vs. AC, 2d10+5 damage and the target grants CA until the end of the ape's next turn.[/sblock][sblock=Nature DC 15]Silverback Ape
Medium natural beast
Level 5 Brute[sblock=Nature DC 22]Does not provoke OA when climbing.
Has a Fling ability that recharges (forced movement/knock prone)
Beats its chest (encounter) to aid its allies.[/sblock][/sblock]

Other Apes
[sblock=combat stats]AC 18 Fort 18 Ref 16 Will 16
HP 55
:bmelee: Slam +9 vs. AC, 2d6+5 damage.[/sblock][sblock=Nature DC 14]Great Ape
Medium natural beast
Level 4 Skirmisher[sblock=Nature DC 21]Does not provoke OA when climbing.
Can attack on the run (during shift or climb 3)
Can slam twice on a single target and knock it prone (recharge).[/sblock][/sblock]

Bats
[sblock=combat stats]AC 19 Fort 15 Ref 17 Will 17
HP 78
:bmelee: Psychic Claw +8 vs. AC, 1d8+6 damage and ongoing 5 damage (save ends).[/sblock][sblock=Dungeoneering DC 13]Psychic Bat
Medium aberrant beast
Level 3 Elite Lurker[sblock=Dungeoneering DC 21]Can swoop and attack twice without provoking OAs.
Psychic Overload (recharge) briefly dominates target it hit.
Psychic Scream area burst (encounter) targets take damage and grant CA.[/sblock][/sblock][/sblock]
 
Last edited:

bluesfella

Explorer
[sblock=BenBrown]So, I'm guessing my turn should be:
Take 5 ongoing dmg
Hit either TCO or Spider w/Howling Strike (which one?)
Roll a saving throw for ongoing damage

Is that correct?[/sblock]
 

BenBrown

First Post
[sblock=bluesfella]Yes, that's correct. TCO's already done damage to someone, so I'd guess he's the primary target.[/sblock]
 

jbear

First Post
[sblock=TCO's position] TCO is actually at I9 as he shifted there upon rolling initiative with his Crimson Blade power (Iaijutsu). So he's not adjacent (not that I mind being targeted with a charge).

Also, the ape had to move closer to TCO to get to where it is even if you calculate diagonal squares as the same distance away as straight squares, when it began to descend the ramp it technically came closer to TCO. [/sblock]
 

Mewness

First Post
Pharodeys makes a small gesture with her staff. The air shimmers and warps around one of the bats, which abruptly finds itself much closer to the ground and facing in the opposite direction. Pharodeys moves a few steps before freezing in place as an insubstantial being steps out of her body--this time coalescing into a pair of human legs and buttocks with a small tree growing where its chest would be. The legs walk straight through Spider, who experiences a sudden surge of energy as they leap off the ground and run rapidly through the empty air to position themselves directly over the bat, both feet resting on its back.

[sblock=actions]Nature DC 15; Nature DC 14; Dungeoneering DC 13
18(1d20) +11 = 29; 1(1d20) +11 = 12; 13(1d20) +6 = 19


Apparently Pharodeys has made a thorough study of big, old apes but knows nothing about small, young ones. ;)

Pharodeys resists the ongoing psychic damage.

Standard: dimensional scramble vs Fort, Bat 1; damage
9(1d20) +9 = 18; 4(1d6) +6 = 10
hits Bat 1 for 10 damage. Assume the area is as low as possible (so the bottom edge is 10 feet up). Teleport Bat 1 down as far as possible. Bat 1 is in H12, but only 5 feet up).

Bat 1 can now be whomped in melee. Go for it.

Minor: spirit companion appears next to Spider. Spider gains 4 temp HP.

Move: spirit to H12, 2 squares up (directly above Bat 1). Pharodeys to K11.

save vs ongoing
11(1d20) = 11
succeeded for what it's worth.[/sblock]
[sblock=Important: Spirit Effects]A reminder of the effects that the spirit (Murmur) has on combat. The first three are important to players.

• Allies gain a +2 bonus to saves while adjacent to Murmur.
• Murmur occupies 1 square. Allies can move through its space but enemies cannot.
• Any enemy that leaves a square adjacent to Murmur without shifting is subject to an opportunity attack (the Spirit’s Wrath power: +9 vs Reflex, 1d6+6 damage +1d6 poison damage, and the target grants CA until the end of Pharodeys’s next turn).
• Murmur has the same defense values as Pharodeys and can be targeted by melee and ranged attacks.
• If a single melee or ranged attack deals 12 or more damage to Murmur, the spirit disappears and Pharodeys takes 7 damage. Murmur is otherwise unaffected by attacks.
• When Pharodeys takes a move action, she can move Murmur up to 6 squares as well.
• If Murmur is not present at the start of Pharodeys’s turn, she can summon it once during her turn as a free action.
• Murmur is unaffected by terrain and environmental phenomena and can float in the air.
• Murmur is not a creature. It does not count as an ally and does not provoke opportunity attacks.[/sblock]
[sblock=Pharodeys]Pharodeys Female Human Living Statue Shaman 4
Initiative: +1, Passive Perception: 21, Passive Insight: 21, Senses: Normal
AC:19, Fort:15, Reflex:16, Will:17; Resist 5 psychic
HP:32/41, Bloodied:20, Surge Value:10, Surges left:9/9
Action Points: 1
:bmelee: totemic javelin +5 vs. AC; 1d6+1 damage
:branged: totemic javelin +5 vs. AC; 1d6+1 damage
Call Spirit Companion, Spirit’s Wrath, Spirit Infusion, Word of Battle
[o] Scorching Sands
[o] Sly Fox Spirit
[x] Dimensional Scramble
[o] Cast Fortune
[o] Shard Swarm
[o] Speak with Spirits
[o] [o] Healing Spirit
[o] Second Wind

[o] Spirit of the Healing Flood
[o] Spirit of the Great Cat
[o] Skald’s Armor Daily


Conditions:

Full sheet: Pharodeys[/sblock]
 
Last edited:

BenBrown

First Post
[sblock=TCO's position] TCO is actually at I9 as he shifted there upon rolling initiative with his Crimson Blade power (Iaijutsu). So he's not adjacent (not that I mind being targeted with a charge).

Also, the ape had to move closer to TCO to get to where it is even if you calculate diagonal squares as the same distance away as straight squares, when it began to descend the ramp it technically came closer to TCO. [/sblock]

GM: Yarghl! Okay, I'll correct it. That makes Spider the target for Zardi if he's still adjacent. TCO if a charge is called for. And you're right about descending the ramp.
 

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