Redeem the Past, Chase the Future. A 4e Story Now One Shot.

Alright! That is a cascade of 3 x Skill Challenges completed and the completion of Minor quest: Locate the cult's hidden sanctuaries and verify their leader's identity. Only thing left is Major Quest: With the Changebringer's Grace, redeem and purify the rakshasa - or end their dominion before they can grow into a true tyrant.

Here is some book-keeping work and some tutorial homework for your prospective GMing of your new game:

1) Level up the characters to level 9.

2) You would gain a gang of Coin from this stuff (or art/etc). So choose 3 x Consumables that Morgan gifts his cousins and Valak for the coming conflict; levels 9 or below.

3) Choose a new level 10 item for Valak (either something pilfered from Matron Lirr's manor or a gift from Avandra). You can trade in the type of a current item you have and then change out that item for something else. Also, Valak gains this:

Adjure the Rakshasa
Deliver the ancient name of the spirit to strike down the corruption within.
Encounter ✦ Divine, Radiant
No Action (Personal)
Trigger: You fail a Religion Check or miss an Attack Roll.
Effect: Reroll the Religion Check or Attack Roll.

4) Very brief roadway vignette for journey back to Easthill.

5) You guys forge a key for Caryn/Osians' father's lockbox and access his cellar store. Compose the briefest of vignette of a letter to his children for this day to come and give Caryn and Encounter Power Attack as her father's cache contains his sword which is gifted to her to protect her little brother.

6) Adalbar, maimed as he is, demands to come along. Brief vignette on that scene and create a level 9 Monster/NPC to represent him as a Controller/Leader (archer with a forced movement rider attack and another that lets ally shift like Covering Fire and another still that is an Encounter Power; Immediate Interrupt to protect an ally from an attack).

MONTAGE!





Then we can smash cut to the next evening's festivities at the entrance to the Easthill ampitheatre on the borderlands with the Briar Hills. We'll have a combat to deal with the cult's security and then another for the big showdown (with a difficult nested SC to redeem our Rakshasa...or, Valak can conclude that its too dangerous and he has no choice but to destroy the rakshasa, thus saving the Nentir Vale from his wrath and demonic plans...but dooming his soul to another corrupt reincarnation and some other community to future wrath).
 
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zakael19

Explorer
Added: Diamond Cincture (heroic tier) L10 item.

Valak Born Anew, level 9
Deva, Avenger
Build: Pursuing Avenger
Avenger's Censure: Censure of Pursuit
Background: Purified Soul (Insight class skill)

FINAL ABILITY SCORES
Str 10, Con 14, Dex 17, Int 13, Wis 20, Cha 8.

STARTING ABILITY SCORES
Str 10, Con 13, Dex 16, Int 11, Wis 16, Cha 8.


AC: 23 Fort: 19 Reflex: 19 Will: 21
HP: 76 Surges: 9 Surge Value: 19

TRAINED SKILLS
Religion +12, Perception +16, Insight +16, Acrobatics +14

UNTRAINED SKILLS
Arcana +5, Bluff +3, Diplomacy +3, Dungeoneering +9, Endurance +6, Heal +9, History +7, Intimidate +3, Nature +9, Stealth +9, Streetwise +3, Thievery +7, Athletics +6

FEATS
Level 1: Melee Training (Wisdom)
Level 2: Avenging Resolution
Level 4: Heavy Blade Expertise
Level 6: Battle Intuition
Level 8: Invigorating Pursuit

POWERS
Avenger at-will 1: Radiant Vengeance
Avenger at-will 1: Overwhelming Strike
Avenger encounter 1: Shielded by Faith
Avenger daily 1: Aspect of Might
Avenger utility 2: Resonant Escape
Avenger encounter 3: Sohei Advance
Avenger daily 5: Menacing Presence
Avenger utility 6: Deliverance of Faith
Avenger encounter 7: Inexorable Pursuit
Avenger daily 9: Holy Ardor
Quest Reward:
Adjure the Rakshasa
Deliver the ancient name of the spirit to strike down the corruption within.
Encounter ✦ Divine, Radiant
No Action (Personal)
Trigger: You fail a Religion Check or miss an Attack Roll.
Effect: Reroll the Religion Check or Attack Roll.

ITEMS
Radiant Temple Uniform Cloth Armor (Basic Clothing) +3, Sandals of Precise Stepping (heroic tier), Blade of Vengeance Falchion +2, Holy Symbol, Amulet of Psychic Interference +1, Diamond Cincture (heroic tier)

Orphans (Carys and Osian)
Medium natural humanoid, humans
Level 9 Minion Soldier XP 100
HP 1; a missed attack never damages a minion. Initiative +9
AC 25, Fortitude 21, Reflex 22, Will 19 Speed 6

Traits
Benefaction for the Priest: Valak gains +1 power bonus to defenses against enemies adjacent to the orphans.

Standard Actions
(⚔) Short sword (weapon) ✦ At-Will
Attack: Melee 1 (one creature); +14 vs. AC
Hit: 8 damage.
Effect: The orphans marks the target until the end of the orphan's next turn.

➶ Bolas (weapon) ✦ Encounter
Attack: Ranged 5 (one creature); +12 vs. Reflex
Hit: The target is immobilized (escape DC 16).

(Carys) (⚔) With Her Father's Sword (weapon) ✦ Encounter
Attack: Melee 1 (one creature); +14 vs. AC
Hit: 2d8+5 damage.
Effect: The target is marked until the end of Carys's next turn, and grants Combat Advantage.

(Osian) Light of Revelation
Avandra, Bahamut, Erathis, and Melora imbue Osian's mark with illusion-piercing, evil-smiting radiance.
Daily ✦ Divine, Radiant, Zone
Minor Action Close burst 1
Target: You and each ally in the burst
Effect: Each target gains a +5 power bonus to Insight checks and Perception checks until the end of your next turn. The burst also creates a zone of bright light that lasts until the end of your next turn. When any enemy in the zone makes an attack, that enemy takes 5 radiant damage.
Sustain Minor: The zone persists until the end of your next turn.

Blessings Upon Avandra's Faithful (divine, healing) ✦ Encounter
Trigger: Carys/Osian is brought to 0 hit points
Attack (No Action):
Effect: Carys/Osian regains 1 hit point.



Athletics +10, Perception+9
Str 12 (+5) Dex 20 (+9) Wis 11 (+4)
Con 15 (+6) Int 13 (+5) Cha 12 (+5)

The next morning, Morgan is troubled to see his small cousins leaving with Valak - but accepts the necessity here. Before he allows them to leave he does two things: digs around in some old jumbled goods that had no market here to find a set of Oils that will anoint their weapons with purifying flame should the need arise, and insists they go see the blacksmith as he's opening in the morning to forge a replacement key for their father's secured cellar. "He always relied on me for recommendations, I know we use the same lock" is his gruff explanation, as he brings one of his keys out for the blacksmith to copy. With a last set of hugs between children and Morgan, the trio set off back towards Easthill and destiny.
Each adds (1) Oil of Red Flame to their inventory.

Unlike last time, the road returning to Easthill brings no surprises. The roadside shrine still glows with more then just the morning sun to their eyes, and following Valak's lead the children mumble a set of rote prayers. The avenger's prayer is a bit more spontaneous and heartfelt: "Avandra, let me be thine instrument of freedom and redemption this day. Let my arm strike those who would be tyrants with the logic and force of the road unending. By thine will and mine, let it be done." After a brief repast of some bread and cheese their cousin provided and a couple of swigs of water the group is on the way again, Osian trotting at his sister's heels, occasionally rubbing the mark on his shoulder as if it twinges in anticipation of the coming conflict.

Arriving back in Easthill in the early afternoon, Carys steps assuredly past Valak to take the lead, guiding them to a small house on the outskirts of town. As they approach, the sense of abandonment is palpable; the eaves sagging as if in grief and loss. She swerves away from the front door, causing Osian to stumble in surprise with a little "
Sister, wha...?" Her steps are unerring now, even if the hand that dips inside her pouch to pull out the freshly forged key might be shaking with repressed emotion. Behind the house a small trapdoor leads down into a root cellar, the old lock on it giving way with a little tug and a click.

She starts to struggle with one of the heavy wooden doors when Valak reaches past and pulls them away with a quiet "
..let me." Dust and the smell of slightly rotting root vegetables rolls out over them, as the afternoon sun illuminates rough dirt steps cut into the earth. The children dart in, as Valak ducks down behind them. Revealed in the square of filtered sunlight are a couple of bins, produce and other goods stored here and one thing more: a polished if worn wooden case. Carys takes a few halting steps forward, and then collapses to her knees in front of it.

"When da followed Adalbar off to fight he carried a spear. I wondered where 'is ole sword was. He never talked much to us about it, but I know 'e and cousin Morgan went off adventuring when them was young." She gently reaches out and flips the case open to reveal cradled in wool packing a finely wrought longsword topped by a folded sheet of creamy parchment with a simple 'C' on the outside. She flips it open and then her body starts to shake with silent sobs as she hands the paper blindly behind her to Valak, who feels Osian's form quietly lean into his leg. He places his hand on the boy's head and reads aloud:

"
Carys - I know not if I will return. Know that this fight is good and needful, but that it shall fall to you to take up you father's sword and ward your brother from the malign curse that struck the children of this town so many years ago. I pray to the gods that you will have some aid in this task, but I know you are strong. I love you both."

After another moment more, Carys takes up her father's sword, threading the scabbard through her simple belt. She angrily dashes the remaining tears away and looks up at Valak and the sun beyond with a firm nod.
____________________

I'll circle back on the rest! I think I got the Minion level up correct, using Quickleaf's sheet. Wasn't entirely sure on the Encounter Power, so just used the HIgh normal damage for levels 7-9 + a simple rider?
 
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zakael19

Explorer
Valak and his little flock stride up to Adalbar's run down cottage to see said man sitting in a little rocking chair out front enjoying the afternoon sun, his hands busy with knife and wood shaping a small horse, a pile of shavings littering the ground beneath him. He grunts as they come to a stop in front of him, making one last decisive stroke before tucking his knife away and holding the horse out to Osian who takes it with a delighted smile.

"So. Found what you were looking for then? I can see from the purpose in your eyes that something here might hurt the folks of this little town once again. My legs may be slow and hurt, but my body can pull my bow - and it looks like you could use some covering fire." Valak notes the polished compound bow neatly arranged with a worn leather quiver and a small pack leaning against the wall, ready to go, and steps forward to place a hand on the man's shoulder and gaze into his eyes.

"
You have already given so much, let this fight be other's."

Adalbar shakes the hand off somewhat irritatedly and steps out of the chair, forcing Valak back a pace,"you, of all of us priest, should know that sacrifice can be unending. Now, where are we off too?"

______________________________________
Companion added: Adalbar
Medium natural humanoid, human
Level 9 Controller (Leader) XP 400
HP 85; Bloodied 42 Initiative +9
AC 23, Fortitude 20, Reflex 20, Will 22
Perception +5. Speed 6

Standard Actions
(⚔) Handaxe (weapon) ✦ At-Will
Attack: Melee 1 (one creature); +14 vs. AC
Hit: 2d8 + 8 damage.

(➶) Forceful Shot (weapon) ✦ At Will
Attack: Ranged 20 (one creature); +12 vs. Fort
Hit: 2d4+10, and Adalbar can shift the target 2 squares.
Miss: Adalbar can shift the target 1 square.

(➶)Distracting Volley (weapon) ✦ Encounter (Recharge 5,6)
Attack: Ranged 10 (one or two creatures); +12 vs Reflex
Hit: Target Grants CA (save ends)
Effect: One ally adjacent to target may shift 3, or make a MBA against target.

Triggered Actions
ᗕTake an Arrow to the Knee (weapon) ✦ Encounter
Trigger: An ally within range is attacked by a creature.
Effect (Immediate interrupt): Use Forceful Shot.
Special: If the ally is no longer in melee range, the triggering attack misses.

Skills Nature +11, Stealth +14
Str 12 (+5) Dex 20 (+9) Wis 16 (+7)
Con 17 (+7) Int 16 (+4) Cha 11 (+1)
Alignment: good Languages: common
 
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Alright, last two scenes of our game here!

Now that "Team PC" is kitted out to equal 2.5 worth of PC budget (1 PC, 1 Standard Monster/NPC, 2 x Minions), we're going to use of-level Monsters/NPCs (so level 9) for our encounter budget. This encounter features Level +1.5 Encounter Budget (2 x Standard Soldiers = S1/2, 1 x Standard Controller/Leader = DA, 4 x Minion Soldiers = M). But they are just obstacles to the Win Con (see below)

Night has settled in on Easthill and, in the natural auditorium within the cavernous features of the hamlet's boundary with the feral Briar Hills, the cultist orchestra is about to set upon the gathered with a profane piece that will render them hosts to a team of demonic Dretches. The corrupted spirit of the Rakshasa will conducting the ritual and, upon success, conducting the Dretches' search for Osian.

The cavernous entrance chamber is cut right into the towering mesa of Easthill's boundary with the wild. A series of ladders and ropes leads the way to the tiny entrance chamber of the huge amphitheater where a sudden collapse sinkhole opened up a large, stoney bowl formation in the upper elevations of the mesa long ago. Before Valak, the children, and Adalbar is a series of armed cultists (blade & shield, sling, and twisted blood magic) masquerading as stewards and ushers for the night's festivities.

The high point in the entrance chamber (I1 on map) is the access point to the auditorium's low-roofed, claustrophobic entrance tunnel. How to get there without creating a terrible stir though...





MECHANICS

* LADDERS: Each elevated area is 20 ft higher than the next (so L11 is 20 ft up while I1 is 40 ft up). Therefore, each ladder is 20 ft and costs 1 extra sq of movement to traverse per Climbing (but doesn't require an Athletics Check). The Taking Damage While Climbing rules generate a DC 6 (DC 1 +5) Free Action check to Catch Hold (or Fall suffering either 1d10 or 2d10 pending height)); if the target is Bloodied by the attack, increase the DC by +5 again (to DC 11). Normal Acrobatics (with Training) applies to reduce Fall damage.

* WALLS: Everywhere the walls are brutal hand and footholds for climbing; High DC 25. However, there is one location that has a good, hospitable line for ascending the 20 ft; sq A5. There the DC is Medium 12. If you can silently get all party members to that square, you can attempt a Group Athletics Check at Low DC of 12.

* GROUP CHECKS: Except for the underlined exception directly above, all Group Checks (Stealth/Athletics/Acrobatics) of even number members (2 or 4) = at typical DC. If odd number members (3), step down DC by one.

* BRIDGE: The bridge is Unstable. Any creature crossing must make a Medium DC 17 Balance check (Acrobatics; see table) or suffer 1 sq extra movement per sq. Failure by 4 or more = Move Action lost. Failure by 5 or more = prone. Same for Taking Damage While Balancing.

* LIGHT/BLOCKING TERRAIN: The boundary squares next to the entrance and the northern & western walls are fully dark and offer Total Concealment (therefore Stealth can be initiated there). Further, the structures on the northern section of the cavern that look like Blocking Terrain are, in fact (floor to ceiling natural stone pillars). They confer complete line of sight/effect obstruction. Normal stealth rules apply (eg moving more than 2 sq in a single action confers -5 penalty to Stealth).

The rest of the cavern is dimly lit and confers Partial Concealment.

* WIN CON/LOSS CON: All party members get to square I1 before the end of round 5 (rounds accrue once Initiative is rolled; actions before that do not count against timer) and one party member spends a Minor Action for Athletics DC 12 to pull the ladder up (to prevent pursuit). Failure to achieve this means that the security force in the auditorium is bulwarked and they are ready; Enemy encounter budget increases from Level +3 to Level +4. Succeed and Encounter Budget stays at Level +3 and you gain +4 Initiative to final conflict.

* STARTING CONDITIONS: You can either sieze the advantage and take +2 Initiative (put your characters P3 - P6) or you can attempt to Stealth/Athletics (etc) around the cavern individually or as a Group Move vs DC 14/19 (Passive Perception 19 throttled down due to Group Move if at 3 members) and consider the collective starting square P5). Remember if any Move Action is greater than 2 squares, include a -5 to all 4 of the PC checks. If a Group Move fails, we'll start the combat where the PCs are and Team Monster will have a +2 to Initiative as the advantage you could sieze upon will be lost.

* Dark Cultist (Medium, Natural, Humanoid, Minion) = HP 1, AC 25, Fortitude 22, Reflex 20, Will 21

* Cult Dark Adept (Medium, Natural, Humanoid, Standard, Controller, Leader) = HP 85, AC 23, Fortitude 20, Reflex 20, Will 22

* Cult Sentry (Medium, Natural, Humanoid, Standard, Soldier) = HP 96, AC 25, Fortitude 23, Reflex 21, Will 20

* INITIATIVE

Pending player action declaration and resolution

Valak (V) 24
Osian (O) 24
Adalbar (A) 18
Sentry (S2) 17
Dark Adept (DA) 15
Cultists (M) 15
Carys (C) 12

1713145287500.png





ACTION 1

With a surreptitious gesture and a raised eyebrow, Adalbar conveys the question of a stealthy approach - trying to at least get to the advantageous position to ascend through some means. Valak nods, gesturing for the children to stay between him and Adalbar as they all stick to the shadows and creep forward.
__________________________


Group Stealth to move towards the northern wall; O7

Valak: r10+9 = 19. Osian r14+9 = 23. 2/4 success vs DC 19 = SUCCESS




ACTION 2

Valak makes a "come along" gesture and points at the ladder ahead on the north wall. Getting up there will drive things towards active engagement, but on more favorable terms then being stuck in a ravine.
_____________________

Group Stealth to move to M9.

Valak: r18+9 = 27, Carys: r13 + 9 = 22. 2/4 success vs DC 19 = SUCCESS




ACTION 3

The ladder looms above them, quite the climb but Valak judges it worth the risk.
__________________________

Group Stealth to move to L10 to interact with the ladder and begin ascent next turn.

V: r6 + 9 = 15, C: r4 + 9 = 13 (uh oh). O: r13+9=22. A: r18+9 = 27. 2/4 success vs DC 19 = SUCCESS




ACTION 4

Knowing that they're exposed on the ladder, he starts climbing faster here, and the 3 following behind pick the pace up as well. Osian starts to slide back a bit, but Adalbar catches him and they spend a tense moment waiting while the sentries up top mutter back and forth before they seem to shrug and return to observing.
____________________________

Group Stealth to move at normal speed (-5 Stealth penalty and each ladder sq costs 2 sq) up the ladder @ L10. 20 ft ladder costs 4 sq of movement. Speed 6 sq/2 = 3 sq. 1 sq of ladder remaining.

V: r17+9-5=21. C: r12+9-5=16. O: r1+9-5=5. A: r17+9-5=21. 2/4 success vs DC 19 = SUCCESS




ACTION 5

Nearing the top the ladder, Valak looks down at the faces peering up at him and gestures to the cultist to his left, facing away from their ascent, and makes a slow dramatic throat-slashing gesture. He then points at the three below him and off to his right emphatically before continuing to climb.
_______________________________________


Group Stealth to the top square (1 sq of ladder costs 2 sq of movement) of the ladder at L11.

V: r14 +9 = 23. C: r9+9 = 18. O: r15+9 = 24. A: r8+9 = 17. 2/4 success vs DC 19 = SUCCESS







ACTION 6

Pulling himself up over the edge while staying as low as possible and moving slowly, Valak reaches a hand up to the hilt of his falchion, preparing to lash out at the figure by the ladder. Managing to avoid attention, he draws and slashes in one fluid motion, cutting in with a tremendous cross-body slash. However, as the form topples down over the side of the ravine, it lets out a choked gasping cry that draws the attention of the other cultists in the area. As they realize intruders are in their midst, the other three members of Valak's party finish their ascent and take ready positions.
________________________________________


Final Actions:

Valak individual Sealth to move 2 squares from ladder top to J12 to Minionize and assassinate S1.

Stealth: r16+9 = 25 vs DC19. SUCCESS. MBA: r13+15=28 vs AC23. HIT. S1 MINIONIZED AND SLAIN. COMBAT BUT WE'RE UNSPOTTED SO NO COMPLICATION FOR US.

3 others Group Stealth to stay unnoticed as they don't have any cover that obstructs line of sight and are just in Partial Concealment of shadows. 3 members so Group Check is stepped down to 14.

C: r12+9 = 21, O: r15+9 = 24. 2/3 success vs DC 14 = SUCCESS




Rest of party squares:
C at L12, O at K12, A at M12.

Init:
V: r13+11= 24
C: r3+9=12
O: r15+9=24
A: 9+9=18

The entry hall comes alive as the sentry is slain. A hiss from the Dark Adept on the other side of the bridge rings out in the accoustics of the cave; "they've come! Slay them for The Befouler before they can interfere!"

1713369379574.png


ROUND 1




Knowledge Check (No Action)

Adalbar, Nature vs remaining Sentry (S1): r18+11=29 (SUCCEEDS VS HIGH DC). The Adept and Cultists are already known from prior combat.

Cult Dark Adept
Medium natural humanoid, human
Level 9 Controller (Leader) XP 400
HP 85; Bloodied 42 Initiative +8
AC 23, Fortitude 20, Reflex 20, Will 22 Perception+7
Speed 6

Standard Actions
(⚔) Dark Dagger (fire, necrotic, weapon) ✦ At-Will
Attack: Melee 1 (one creature); +12 vs. Reflex
Hit: 2d6 + 5 fire and necrotic damage, and the target gains Vulnerable 5 All UtEotCDANT.

Boiling Blood of the Abyss ✦ Encounter
Attack: Close burst 1 (enemies in the burst); +13 vs. Fortitude
Hit: 3d8 + 5 fire damage, and the target takes 7 ongoing fire damage (save ends).

Minor Actions
Dark Imperative ✦ Recharge when first bloodied
Effect: Close burst 5 (one ally in the burst). The dark adept slides the target up to 3 squares, and the target gains 10 temporary hit points. Until the target has no temporary hit points, its melee attacks deal 4 extra necrotic damage.

Skills Arcana +12, Religion +12

========================


Cult Sentry
Medium natural humanoid (human)
Level 9 Soldier XP 400
HP 96; Bloodied 48 Initiative +8
AC 25, Fortitude 23, Reflex 21, Will 20 Perception+9
Speed 6

Standard Actions
(⚔) Mace ✦ At-Will
Attack: Melee 1 (one creature); +14 vs. AC
Hit: 2d8 + 8 damage.
Effect: The target is marked until the end of the sentry's next turn.

Avenging Mace ✦ Recharge when the sentry's adept is first bloodied.
Attack: Melee 1 (one creature); +12 vs. Fort
Hit: 2d8 + 6 damage, the sentry slides the target 1 square and the target is dazed until the end of the sentry's next turn.

Minor Actions
Guard the Adept ✦ At-Will
Effect: The sentry shifts up to 2 squares toward the Adept and can shift through enemy spaces.

Triggered Actions
Take the Blow ✦ At-Will
Requirement: The sentry must be adjacent to the adept.
Trigger: The sentry's adept takes damage.
Effect (Immediate Interrupt): The sentry takes the damage instead of the adept.

Athletics +13

============================

Dark Cultist
Medium natural humanoid human , human
Level 9 Minion XP 100
Initiative +8 Senses Perception +7
HP 1; a missed attack never damages a minion.
AC 25; Fortitude 22, Reflex 20, Will 21
Speed 6

Trait
United in Dark Designs
A human cultist gains a +2 power bonus to all defenses while at least two other human cultists are within 5 squares of it.

Standard Action
(⚔) Wicked Blade (standard, at-will) ✦ Weapon
+13 vs AC; 6 damage.

Athletics +13




Swift and deadly, VALAK steps onto the bridge, his feet unerringly navigating the swaying unstable surface. He picks up speed as he nears the halfway point, his sword singing free of its scabbard and pointed at the cultist adapt. The target fixes in his vision and his lips peel back in a snarl - yet another barrier before his objective, and one that will not stand for long.

The pressure from Valak's aggression and divine bladework sends the Dark Adept sprawling prone, grasping onto the rope bridge's rigging to prevent a full tumble.


* Move: Walk to H8, Acrobatics r6+14=20 vs DC17 SUCCESS. Grants CA while on Unstable surface of bridge.

* Minor: Oath of Emnity on DA.

* Standard: Charge to F5, substituting Sohei Advance (encounter) for MBA. Oath of Enmity target, nobody adjacent, r(5,16) +15+1 = 32 vs AC23 HIT. Damage: 4d4+7+2=23. TRIGGER DA FREE ACTION BALANCE CHECK FOR DAMAGE WHILE ON UNSTABLE SURFACE; r(13)+6 = 19. SUCCESS.

*Free Action: Sohei Flurry (encounter) on DA: r15,r6 +15 = 30. HIT Damage: 2d4+2+2=20 (DA BLOODIED). TRIGGER DA FREE ACTION BALANCE CHECK FOR DAMAGE WHILE ON UNSTABLE SURFACE; r(8)+6 = 14. FAILS AND FALLS PRONE.

LOCATION: F5
DAMAGE TO ENEMIES: 43 damage to DA (BLOODIED)
CONDITIONS TO ENEMIES: Oath of Censure on DA. DA Prone.
CURRENT HIT POINTS: 70/70
CURRENT DE/BUFFS: Invigorating Pursuit (+2 AC/Dmg UENT), Granting CA.
SURGES: 9/9




OSIAN draws his father's knife, handed down from Carys now that she has an heirloom sword. His eyes dart around, but then he steels himself and makes for the sentry on the edge of the cliff nearby.

*
Standard: Charge to O10 & MBA. r6+14+1=21 vs AC25 MISS

LOCATION: O10
DAMAGE TO ENEMIES: None
CONDITIONS TO ENEMIES: None
CURRENT HIT POINTS: 1
CURRENT DE/BUFFS: None
SURGES: NA




ADALBAR calmly takes in the situation and looses a pair of quick arrows, one at the Adapt beside Valak and one at the cultist Osian just missed. "Try that again son" he drawls. His arrows sing out, taking the two cultists off guard. Valak takes the opportunity to make another quick attack, while Osian, smarting from the rebuke, stabs deep and once again watches a man's life end in front of him.

* Standard: Distracting Volley (encounter) vs DA, M(O9). r18+12=30v20; r18+12=30v20 BOTH HIT. Grants CA (SE). Effect: One ally adjacent to target may shift 3, or make a MBA against target.

V MBA vs DA: r10,r16+15+2=33 vs AC 23 HIT damage 2d4+2+2=10.
O MBA vs M(O9): r20+14+2=36 & crit: SLAIN

LOCATION: M12
DAMAGE TO ENEMIES: 10 to DA, M(O9) SLAIN.
CONDITIONS TO ENEMIES: DA grants CA (SE)
CURRENT HIT POINTS: 85/85
CURRENT DE/BUFFS:




SENTRY DELAYS UNTIL AFTER DARK ADEPT




The DARK ADEPT pulls itself back to solid footing on the unsteady rope bridge and flashes its deadly burning, rotted blade at the priest. Several parries later and Valak finds his form suffused with the fiery rot of the adept's Befouler.

"BRING THE BOY TO ME. ALIVE!!"

Inspired by the profane display of its leader and its emotion-infused dictates, one of the adept's lackeys rushes toward the ladder, intent on climbing, capturing Osian, and slaying the cult's enemies!


* Move: Stand up from Prone.

* Standard: Dark Dagger (M1) vs V's Ref; r(8) +12 +2 (CA) = 22. Hit. r(3, 2) +5 = 10 fire and necrotic damage and V gains Vulnerable 5 UtEotCDANT.

* Minor: Dark Imperative (CBu5; 1 target). The dark adept slides M (H6) 3 sq to J9, and M (H6) gains 10 temporary hit points. Until M (H6) has no temporary hit points, its melee attacks deal 4 extra necrotic damage.

* End of Turn: Saving throw vs CA (SE); r(13). Succeeds.

LOCATION: E4
DAMAGE TO ENEMIES: 10 fire and necrotic damage to V.
CONDITIONS TO ENEMIES: V gains Vuln 5 UtEotCDANT.
CURRENT HIT POINTS: 85/85
CURRENT DE/BUFFS: Dark Imperative exhausted, grants CA while on Unstable surface of bridge, M (H6) (now M+) slides to J9, gains 10 THP and 4 extra necrotic damage while it has THP.




Sensing its moment to serve its dark master, the cult SENTRY rushes to the cliff face and pulls off the difficult ascent to the top of the crag. Now next to the adept, it readies its mace and shield to interpose any blow.

* Move: Run Action (Speed +2 but Grants CA and -5 to Atk USoSNT) to D5.

* Move: Run Action (Speed +2 but Grants CA and -5 to Atk USoSNT) Climb of 4 sq (x2 = 8 sq) cliff; r(16) +13 vs DC 25 = success. 8 sq climbed. Ends in D4, adjacent to DA.

LOCATION: D4
DAMAGE TO ENEMIES: na
CONDITIONS TO ENEMIES: na
CURRENT HIT POINTS: 96/96
CURRENT DE/BUFFS: Grants CA and -5 to Atk USoSNT




The DARK CULTIST MINIONS charge into action, rushing the ladder in attempt to capture Osian, another attempting to destroy the rope bridge, and a third attempting to climb the north face to flank their enemies!

M+ (J9)

* Move: 6 sq to halfway up ladder (2 sq of 4).

* Standard: Charge 4 sq (2 sq of ladder) to L11 and MBA Wicked Blade (M1) vs C's AC: r(8) +13 +1 = 22. Miss.

M (D7)

* Move: 6 sq to H10.

* Move: Run Action (Speed +2 but Grants CA and -5 to Atk USoSNT) Climb of 4 sq (x2 = 8 sq) cliff; r(11) +13 vs DC 25 = Fail by 4 or less. Cannot Climb this action.

M (K3)

* Move: 6 sq to E2.

* Standard: MBA vs Bridge Wood Stanchions and Anchoring Ropes (AC 5, 20 HP); r(5) +13 = 18. Hit. 6 damage.

LOCATION: M+ in L11, H10, E2
DAMAGE TO ENEMIES: na, but 6 damage (out of 20 HP) to Rope Bridge. If Rope Bridge destroyed, it collapses.
CONDITIONS TO ENEMIES: na
CURRENT HIT POINTS: M+ = 10 THP
CURRENT DE/BUFFS: M+ grants CA while on ladder (fall rules apply), M (I10) grants CA and -5 to Atk USoMNT




CARYS slashes downward at the cultist trying to rush her and then move on to her brother. Her father's sword strikes true, and with a despairing cry the figure plummets off the ladder to his death.

*
Standard: With Her Father's Sword (encounter). r10+14 +2 =26. 4+4+5=13 damage Hit and Slain through THP.

* Move: to J12.

LOCATION: J12
DAMAGE TO ENEMIES: 13 to M+ L11, SLAIN.
CONDITIONS TO ENEMIES: None
CURRENT HIT POINTS: 1
CURRENT DE/BUFFS: None
SURGES: NA




S2 96/96
DA 32/85 Dark Imperative exhausted, grants CA while on Unbalanced bridge.
Bridge 6/20 Will collapse if destroyed
4 ROUNDS FROM LOSS CON AND REINFORCED FOLLOW-ON COMBAT

1713568172842.png


ROUND 2




Valak delays his turn until after Adalbar acts.

"
Adalbar, open some space for me!"




OSIAN steps gingerly forward towards his sister, readying his blade in case one of the other cultists gets close enough.

* Move: to L12

* Standard: Ready a Charge if an enemy gets in charge range.

LOCATION: L12
DAMAGE TO ENEMIES: NA
CONDITIONS TO ENEMIES: None
CURRENT HIT POINTS: 1
CURRENT DE/BUFFS: None
SURGES: NA




ADALBAR hears Valak's direction and draws an arrow all the way, siting in carefully on the cultist readied to ward its adapt leader. His arrow sings out, and while the braced shield is enough to stop the blow, they still stumble backwards a few feet - leaving the adapt open to attack.

* Start of Turn: r5: Distracting Volley recharges.

* Standard: Forceful Shot (at-will) vs S2 Fort. r2 +12+2 = 16 vs Fort23. MISS, slide S2 1 sq to C3.

* Move: to K12.

LOCATION: K12
DAMAGE TO ENEMIES: na
CONDITIONS TO ENEMIES: Slide S2 to C3.
CURRENT HIT POINTS: 85
CURRENT DE/BUFFS: None
SURGES: NA




VALAK's form seems to blur slightly as he steps either around or over or something else slightly impossible through the adapt's space, coalesinng back to a firm form behind him and striking out with another lick of his massive blade held almost toy-like. More blood rains down through the slats of the bridge from where the Adept stands.

*
Standard: Inexorable Pursuit (encounter). Gain phasing (can move through DA). Shift up to 4 sq to D3 (Acrobatics vs Unstable; r(5) +14 = 19; success) and attack DA. r14+15 +2 =31. 4d4+7+2=21 damage to DA.

*Minor: Deliverance of Faith (encounter): Gain 19 THP.

LOCATION: D3
DAMAGE TO ENEMIES: 21 to DA.
CONDITIONS TO ENEMIES: None
CURRENT HIT POINTS: 66 + 19 THP
CURRENT DE/BUFFS: Vuln 5 all.
SURGES: 8/9




The DARK ADEPT hisses to the Cult stooge nearby; "BRING DOWN THE BRIDGE. GIVE THE MASTER TIME TO PREPARE!"

The burning blade ignites the rope and wood. The sound of the stanchion and bracing failing, the rope, tearing, the buckling planks...the whole of the bridge collapses to the earthen floor below.


* Move: Shift 1 sq to D4 (Acrobatics vs Unstable Bridge; r(14 +5 = 19. Success).

* Standard: Dark Dagger (M1) vs Bridge's Ref; r(4) +12 = 16. Hit. r(3, 5) +5 +5 (Wood 5 Vuln fire) = 18 fire and necrotic damage. BRIDGE COLLAPSES.

* End of Turn: Saving throw vs CA (SE); r(13). Succeeds.

LOCATION: D4
DAMAGE TO ENEMIES: na
CONDITIONS TO ENEMIES: Bridge collapsed (Red Grid)
CURRENT HIT POINTS: 11/85
CURRENT DE/BUFFS: Dark Imperative exhausted.




The cult's SENTRY brings his mace up on high to slam into Valak. As he does, Adalbar unleashes a barrage of arrows, spinning the Sentry like a top and over the edge of the cliff face. With a grown, the defender of The Befouler scrambles to his feet after the brutal fall.

* Standard: Avenging Mace (M1) vs V's Fort; r(9) +12 = 21. Hit. TRIGGERS ADALBAR Take an Arrow to the Knee (weapon) ✦ Encounter

Trigger: An ally within range is attacked by a creature.
Effect (Immediate interrupt): Use Forceful Shot.
Special: If the ally is no longer in melee range, the triggering attack misses.

Adalbar Forceful Shot (R20) vs S2's Fort: r(19) +12 = 31. Hit. r(1, 2) +10 = 13 damage and Adalbar slides S2 2 squares to B4 and then Hindering Terrain (fall) of B5. Saving Throw for prone in B4 vs falling and prone in B5; r(4) fails. S2 falls 20 ft to B5 and is prone; r(8, 3) = 11 damage. S2 Avenging Mace misses as V is no longer legal target.


* Move: Stand up from prone.

LOCATION: B5
DAMAGE TO ENEMIES: na. 24 incoming damage to S2.
CONDITIONS TO ENEMIES: None
CURRENT HIT POINTS: 72/96
CURRENT DE/BUFFS: Avenging Mace exhausted.




The DARK CULTIST MINION nearest Valak, circles left to flank him and flashes his wicked blade at Avandra's immortal priest. The sounds of the collapsing bridge muffle the violent exchange, but both are left standing after the clash, Avandra be praised.

With the bridge collapsed, the other cultist need not pursue the children and Adalbar, they'll have to come to The Befouler's collective. They rush to join the fray in the other side of the cave.


M (E2)

* Move: Shift 1 sq to D2.

* Standard: Wicked Blade (M1) vs V's AC: r(20) = Crit. 6 damage to V. 19 THP - 6 damage = 13 THP remaining.

M (H10)

* Move: Run Action (Speed +2 but Grants CA and -5 to Atk USoSNT) 8 sq to A5; Medium Climbing DC at this sq.

* Move: Run Action (Speed +2 but Grants CA and -5 to Atk USoSNT) Climb of 4 sq (x2 = 8 sq) cliff; r(9) +13 vs DC 22 Succeeds; in A4


LOCATION: D2, A4
DAMAGE TO ENEMIES: 6 damage to V; 13 THP remaining.
CONDITIONS TO ENEMIES: na
CURRENT DE/BUFFS: United in Dark Designs (both) as 2 cultists w/in 5 sq; +2 Power Bonus to all defenses.




CARYS sees Valak being mobbed by cultists with a downed bridge between her and that fracas and snaps: "Follow me over there, we can climb up and get to the way out!" She gestures at a spot on the wall nearly straight across the ravine, and takes off down the ladder to hustle in that direction.

*
Standard: Convert to Move action, Run (+2 move, -5 to attack, grants CA UBoCNT). Move down ladder to L10, 1 space up.

* Move: Run to L4

LOCATION: L4
DAMAGE TO ENEMIES: NA
CONDITIONS TO ENEMIES: None
CURRENT HIT POINTS: 1
CURRENT DE/BUFFS: Granting CA, -5 to atk.
SURGES: NA




S2 72/96
DA 11/85 Dark Imperative exhausted
BRIDGE DESTROYED

1713757035422.png


ROUND 3. Before End of Round 5, all PCs must get to I1 and one character must make successful Minor Action, Low DC Athletics check to pull ladder up.




OSIAN follows his sister's lead, scampering down the ladder and across the floor of the ravine, shooting wary eyes at the cultist with a shield up the way.

*
Standard: Convert to Move action, Run (+2 move, -5 to attack, grants CA UBoONT). Move down ladder to L10.

* Move: Run, to M4

LOCATION: M4
DAMAGE TO ENEMIES: NA
CONDITIONS TO ENEMIES: None
CURRENT HIT POINTS: 1
CURRENT DE/BUFFS: Granting CA, -5 to atk.
SURGES: NA




ADALBAR sighs wearily, but prepares to follow the kids. "I'm not so sprightly these days" he grumbles as he slowly climbs down the ladder.

*
Standard: Convert to Move action, Run (+2 move, -5 to attack, grants CA UBoANT). Move down ladder to L10.

*Move: Run, to K4

LOCATION: K4
DAMAGE TO ENEMIES: NA
CONDITIONS TO ENEMIES: None
CURRENT HIT POINTS: 1
CURRENT DE/BUFFS: Granting CA, -5 to atk.
SURGES: NA




VALAK curses the Adept as he surveils the wreckage of the bridge. "That shall avail you nothing!" His sword slides smoothly through the chest of the cultist before he can respond, his corpse toppling over the edge to land with a thump in front of the sentry down there as a final taunt. Seeing the other's plan, he smoothly steps aside from the adept's minion and takes up a guard position closer to the ladder leading further up.

*
Standard: Shielded by Faith (encounter) on DA. r19+15 =34 . 4d4+7=21 damage to DA. DA SLAIN.

* Move: Shift to F2 (free action: Radiant Temple Uniform power, +1 shift)

LOCATION: F2
DAMAGE TO ENEMIES: 21 to DA. DA SLAIN.
CONDITIONS TO ENEMIES: None
CURRENT HIT POINTS: 66 + 13 THP
CURRENT DE/BUFFS: +2 Def vs everything but DA.
SURGES: 8/9




CULTIST SENTRY delays until after DARK CULTIST MINIONS




Intent on manning the ramparts like they're repelling a siege to a castle, the DARK CULTIST MINIONs rush heedlessly by Valak. One of the pair is laid low by the priest-warrior's blade, but one remains, cruel blade ready to assail those below.

When you're a mere mortal attempting to bring The Befouler into this world, your leader has programmed you to accept any and all sacrifice...and the Raskshasa has done his job very well.


M (A4)

* Move: 6 sq to G2. TRIGGERS OA MBA FROM VALAK; r9+15=24. MISS.

* Move: 4 sq to K3. THIS POSITIONING WILL TRIGGER OA AGAINST EACH CHARACTER FOR CLIMBING UP INTO L3.


M (D2)


* Move: 6 sq to G2. TRIGGERS OA MBA FROM VALAK; r17+15=32. HIT. M(D2) SLAIN.


LOCATION: K3
DAMAGE TO ENEMIES: na, M (D2) SLAIN.
CONDITIONS TO ENEMIES: POSITIONING WILL TRIGGER OA AGAINST EACH CHARACTER FOR CLIMBING UP INTO L3.
CURRENT DE/BUFFS: na




All that is left to do is delay the cult's enemies from getting to the auditorium for the remaining moments necessary to get a runner to those there so they can make preparations to repel The Befouler's enemies. With that in mind, the CULT SENTRY scrambles up the face and rushes to the base of the ladder, eating an elbow in a brief melee clash with Valak for its trouble.

But at the ladder the sentry mans its post...and there it shall fill its duty.


* Move: Run Action (Speed +2 but Grants CA and -5 to Atk USoSNT) Climb of 4 sq (x2 = 8 sq) cliff; r(14) +13 vs DC 27 Succeeds; in A4.

* Move: Run Action (Speed +2 but Grants CA and -5 to Atk USoSNT) 8 sq to I2. TRIGGERS OA MBA FROM VALAK; r13+15 +2 (CA) =30. HIT. R(3, 2) +7 = 12 RADIANT DAMAGE TO S2.


LOCATION: B5
DAMAGE TO ENEMIES: na. 12 incoming damage to S2.
CONDITIONS TO ENEMIES: None
CURRENT HIT POINTS: 60/96
CURRENT DE/BUFFS: Avenging Mace exhausted, grants CA and -5 to attack UBoSNT




CARYS gets ready to climb, looking over at Adalbar and pointing to the cultist looming over them - daggers at the ready. "Hey old man, can ya do something 'bout him?"

* Standard: Ready a group move Run Action (grant CA and -5 ATK UBoNT) Athletics(climb) check to scramble up to the top. r17+10 = 27 vs DC 17

LOCATION: L4
DAMAGE TO ENEMIES: NA
CONDITIONS TO ENEMIES: None
CURRENT HIT POINTS: 1
CURRENT DE/BUFFS: Readying Group Athletics Move Action, grant CA and -5 ATK UBoNT




S2 60/96 Avenging Mace exhausted
BRIDGE DESTROYED

1713890773846.png


ROUND 4. Before End of Round 5, all PCs must get to I1 and one character must make successful Minor Action, Low DC Athletics check to pull ladder up.




OSIAN places his hands on the rocks, ready to try and scamper up if the way is clear.

*
Standard: Ready a group move Run Action (grant CA and -5 ATK UBoNT) Athletics(climb) check to scramble up to the top. r11+10 = 21 vs DC 17

LOCATION: M4
DAMAGE TO ENEMIES: NA
CONDITIONS TO ENEMIES: None
CURRENT HIT POINTS: 1
CURRENT DE/BUFFS: Readying Group Athletics Move Action, grant CA and -5 ATK UBoNT




ADALBAR squints upward, pulling his bow back to loose an arrow. It's a near thing, but it thunks home in the cultist's chest, toppling him backward, clearing the way for him to tuck the bow away and start to climb with the children.

*
Standard: Forceful Shot (at-will). r8+12+2=22 vs Fort22. Hit & Slain

* Move: Group move Run Action (grant CA and -5 ATK UBoNT) Athletics(climb) check to scramble up to the top. r1+5 =6 vs DC 17. GROUP ATHLETICS ACTION SUCCESS; 2/3. ADALBAR K3, OSIAN L3, CARYS L2

LOCATION: A in K3, O in L3, C in L2
DAMAGE TO ENEMIES: NA
CONDITIONS TO ENEMIES: None
CURRENT HIT POINTS: 85/85
CURRENT DE/BUFFS:
SURGES: NA




VALAK approaches the sentry and tries some fancy footwork to maneuver him out of position from the ladder.

* Minor: Oath of Enmity on S2.

* Move: 2 sq to H2.

* Standard: Overwhelming Strike (at-will) on S1. r11,r11+15+2=28 vs AC25 2d4+7=13 damage (BLOODIED) to S2, V shifts 1 sq to G1 and slides S2 to H2.

LOCATION: G1
DAMAGE TO ENEMIES: 13 to S2; BLOODIED.
CONDITIONS TO ENEMIES: None
CURRENT HIT POINTS: 66 + 13 THP
CURRENT DE/BUFFS: OoE on S2
SURGES: 8/9




The CULT SENTRY , intent on fulfilling its duty while delivering a profane blow for the Defouler, hammers at the Avandran faithful with repeated blows. Armor absorbs or parries deflect or head movement dodges when suddenly, a flash of light overwhelms the melee. The priest's setup works as a divine escape sees him emerge from the flash at the base of the ladder.

The Sentry cannot man his post now!


* Standard: Mace (M1) vs V's AC; r(20) CRIT. 8,8 +8 = 24 damage - 13 THP = 11 damage and marked UtEoSNT. TRIGGERS RESONANT ESCAPE (ENCOUNTER; IMM REACTION. TRIGGER: An enemy hits or misses you with a melee attack) FROM VALAK; TELEPORT UP TO 3 SQ TO I2

LOCATION: H2, V Teleport to I2.
DAMAGE TO ENEMIES: -13 THP and 11 damage to V.
CONDITIONS TO ENEMIES: V marked UtEoSNT.
CURRENT HIT POINTS: 47/96
CURRENT DE/BUFFS: Avenging Mace exhausted, Oath of Enmity (V)




CARYS delays her turn until after Adalbar goes.




S2 47/96 Avenging Mace exhausted
BRIDGE DESTROYED

1713987102879.png


ROUND 5. Before End of Round 5, all PCs must get to I1 and one character must make successful Minor Action, Low DC Athletics check to pull ladder up.




OSIAN delays his turn until after Adalbar goes.




ADALBAR gets his breath back and raises his bow, yelling at the children to make for the route inward as his arrow sings out and the barrage forces the sentry back as it huddles behind its shield.

*
Standard: Forceful Shot (at-will). r17+12=29 vs Fort23. Hit, 18 damage, slide 2 to G2

* Move: Run to ascent ladder at I1.

LOCATION: I1
DAMAGE TO ENEMIES: 18 damage to S2
CONDITIONS TO ENEMIES: None
CURRENT HIT POINTS: 85/85
CURRENT DE/BUFFS: Granting CA, -5 atk.
SURGES: NA




Carys and Osian scramble up the ladder to I1 as well and look down at Valak, who quickly ascends.

All, move actions to I1. Valak, r14+5=19 Athletics Minor Action to pull the ladder up and scamper away.





Narrow victory! Alright, the heroes pull up the ladder and scamper away before the cult's forces in the ampitheater can be alerted to the coming assault on their profane ritual!

I'll get the final conflict of this game up either tonight or tomorrow where we find out if the crowd is saved from becoming Dretches, if Osian is saved from his terrible fate as host to The Befouler, and if the Rakshasa is slain sans purification of his corrupt soul or if his corruption is purged by the blessings of Avandra and her priest in this world!
 
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