The Slave and Her Sovereign

Complexity 5 SC, Level 14 (DCs 15/21/30)
Staged Goals:
1) (4 successes) Locate and ingress into the subterranean bowels of the earth where Vezzuvu's volatile magma chambers threaten Bantouk and the Duchess of Cinder Lairs. Upon 3rd success, trigger combat against the gatekeepers (for 4th success).
2/12 Successes (4 Hard DC available)/0 Failures/5 Secondary Skill Available/6 Advantages available)




Seethewater River.

The shaft beneath the ancient cathedral winds into the stone like a Remorhaz had hewn it centuries upon centuries ago...perhaps it did. Regardless, it empties out on an earthen landing that serves as small shore to the raging, roiling, heat-filled river.

Upstream it rushes away from the lair of some ancient beast who has called this place home for much of Bantouk's records, ash and molten bio-material precipitating downward from the domain at speed. Accompanying the rush of superheated water is the dichotomy of a cold wind, though no fog, and the palpable feeling of mournful sorrow.

Downstream it empties out into a lake; The Boil. Somehow the waters maintain their liquid form despite the supernatural temperatures. What lies there are Vezzuvu's guardians, no doubt.





Which way do you trek; upstream (HARD DC), downstream (MEDIUM DC)?

How do you manage the tempestuous, hazard-fraught waters? If you Fail, you find yourself in your follow-on encounter in fraught circumstances; 1 PC is down 1 HS worth of HPs and the other takes -2 Initiative.

If you want to make a Secondary Skill lore check to buff your move and inform your decision about what awaits you, make it at the LOW DC as per normal. However, if you want to step that up to MEDIUM DC (and risk a -2 forward on failure), I'll give you the encounter budget you face and you can take +2 to the Monster Knowledge check in the coming conflict. History for upstream, Arcana for downstream.
 
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darkbard

Legend
Standing on the narrow shore, CHANVATI seems lost in thought. "Gosb'tar, are you okay?" asks Pa'avu with concern.

"I've seen this river," replies the Psion.

"That cannot be, gosb'tar. We have not been here. Unless you mean as a child, before I entered your House's service?"

"No, Pa'avu," the Psion replies after a time. "I do not mean that I have been here physically. I mean I have visited this river in my studies, during my time at Xerxes's examining ancient history. This place was once pivotal to the ancients who inhabited Bantouk. This way," he gestures right, to the river's frothing, churning downstream, "lies the Scoria Parition, the last front in the battle against the Salamander Empire that once threatened to rise up and devour the city in its burning flames and molten death. The Barrenguard defeated them, though at great cost."

"Upstream," Chanvati gestures to the source of the seething river and eerie, frigid airflow, "is a place of great sadness. It is known as Wyrmsorrow. It is said that the rulers of Bantouk would appease a great dragon that resided deep beneath the city, offering up one of their own every ten years in tribute. The last known sacrifice was hundreds of years ago: a mother and her swaddling infant. Something went amiss after ... the offering. Her grief, perhaps, was too great, her rage too fiery. And so it is said that the dragon commanded no tribute after that day. Yet something ... malevolent, and powerful beyond words ... lingers still."

"Friends, the Duchess of Cinders will no doubt expect us to take the downstream route, for Bantouk's forces already once routed the Salamanders, Vezzuvian allies. She would expect whatever lurks still upstream to be ... guardian enough. Let us foil her expectations, be bloody, be bold, be resolute! Let us struggle against the flow in every meaning of the word and demonstrate our prowess!"

Rietka and Yazdan exchange skeptical looks. Pa'avu seems inspired to "straighten" the uncanny legacy of ritual slaughter. Hazard wags his tail, eager for a swim.

"It is said," Chanvati adds, "that those who face a dragon with purpose and determination in their hearts cannot be stopped by mere natural effects, for the supernatural force of such a spirit supersedes bald nature. Use that purpose, and the safeguard of my ritual, to see you through this test.

The heroes plunge into the torrent, Chanvati's ritual protection warding them from the worst of its ravages. Nevertheless, the heat against their skin, permeating their clothes, is immense, and the current is akin to battling a hurricane head on, but in liquid form. Almost immediately, Chanvati feels himself being pulled downstream and under and so activates his magic bracers, infusing his limbs with unnatural strength and vigor. Beside him, Pa'avu struggles to aid her trusty hound--and even The Wardenguard--in this riverine challenge. Recognizing that without the Pa'avu's strength they stand no chance of surmounting the current, the Psion reaches out with his mind, funneling psionic energy into the Goliath's body, unleashing a torrent of ki to act upon those gigantic muscles with which to pull their allies along with her mighty, one-armed stroke.




First, we're making a Secondary Skill check to inform our decision:

Chanvati makes a Secondary Skill History check vs Upstream, r14+19=35 vs 21 Moderate DC. Success. Chanvati makes a Secondary Skill Arcana check vs Downstream, r10+19=29 vs 21 Moderate DC. Success.

Per @Manbearcat :
Upstream:

Fiction: Centuries or longer ago, the royal family or the state religion (or perhaps both) commissioned decadal tribute to the Adult Dragon that laired beneath the cathedral. There once was a waterfall that fed directly into its lair, merging with Seethewater River at its apex. They would cast their tribute from that perch, placating the dragon (and perhaps as importantly, the deity Mavi-ishiq), for another ten years.

However, the last recorded tribute was a mother...a mother with her babe swaddled in her arms. So great was the grief of her loss, so tremendous her rage in death, that she remained restless in undeath because of it...fortified by her enmity and her eternal task of looking for her lost babe as her mind was taken by the madness of undeath.

The dragon never emerged from its lair again...perhaps destroyed or turned by the mother and her curse.

Mechanics: Encounter Budget 3500 (Deathbringer Dracolich Solo) + 700 (Wailing Banshee Standard) + 1400 (2 x Hazards). Level +4 Encounter.

Alternative Win Cons:

1) Relieve Her Burden: Find the Mother's Babe (Multiple locations on the map might have it, interact with each until you locate) + Religion Medium DC once she is Bloodied and she and her child pass on. The Mother will be given an exemption by her deity to aid you in your battle against the Duchess of Cinders.

2) Enter the Chronotope and Rewrite the Timeline: Nested, intracombat SC to go back in time the day before the last tribute and either (a) destroy the dragon as it was in life or (b) route it (Intimidate Hard DC while Bloodied). If you perform the latter, the Dragon will still be alive today and will come aid you in the battle against the Duchess of Cinders.

However, altering the timeline always comes with consequences...
Downstream:

Fiction: A long lost Salamander Empire, servants of Vezzuvu, the scourge of the underworld, once rose up against Bantouk from beneath. They were barely routed in that age...perhaps not this time...

Mechanics: Encounter Budget 1400 (2 x Salamander Whip Standard; Soldiers) + 1400 (2 x Salamander Sparkbow Standards; Artillery) + 875 (5 x Fire Elemental Minions: Controllers) + 700 (Hazard). Level +2.25 encounter.

We are making a Group Primary Skill Athletics Check against the Hard DC (utilizing our intricate houserules for Group Skill checks) to navigate the roiling, forceful waters of the Seethewater. Chanvati further aids Pa'avu's check through use of Adept's Insight, r2+1=+3 to her roll.

Chanvati, r15+14 with Bracers of Mental Might (Encounter Augment) +2 SS=31 vs 30 Hard DC. Success.
Hazard, r3+15+2 SS=20 vs 30 Hard DC. Fail.
Pa'avu, r10+17+2 SS +3 Adept's Insight=32 vs 30 Hard DC. Success.
The Wardenguard, r5+10+2 SS=17 vs 30 Hard DC. Fail.

2/4 Successes in Group skill check=Succeeds in overall check. Whew! I was sure The Wardenguard were trained in Athletics before we conferred and made this decision. Nope! Acrobatics instead!
 

Staged Goals:
1) (4 successes) Locate and ingress into the subterranean bowels of the earth where Vezzuvu's volatile magma chambers threaten Bantouk and the Duchess of Cinder Lairs. Upon 3rd success, trigger combat against the gatekeepers (for 4th success).
3/12 Successes (3 Hard DC available)/0 Failures/4 Secondary Skill Available/6 Advantages available)




NOTE: Players unavailable for this week. GM out of town for following week so updates/interactions will be infrequent for coming weeks.

Light spills into the cavern from the luminous Seethewater River and permeates the back right (characters PoV) of the cavern due to a mass that gives off stupendous light.

The stench of corruption, decay, loss and longing pervades the air.

The filthy water promises cover but unnatural defilement.

Something very large unfurls...stirring in the murk just beyond the sanctuary of the light.

A soft wail reverberates off the acoustics-amplifying walls as a spectral, phasing silhouette sways like a discordant pendulum.





* SPECIAL: Choose one of the two SCs directly below to engage with or choose neither.

* Relieve Her Burden (Skill Challenge Level 12, Complexity 1, DCs 14/20, 1 Secondary Skill @ Minor Action, Resolve 2 Actions Below):

1) Find the Mother's Babe: One of locations B2, P2, W5 on the map are bonepiles which will possess the infant's bones. Interact (Minor Action; adjacent) with each until you locate the bones.

2) Come into the Light (Religion Check, Standard Action, Ranged 5, Medium DC 20) once Wailing Banshee is Bloodied and she and her child pass on. You and all allies in a CBu3 attacks gain the Radiance keyword UtEoYNT and The Mother (Wailing Banshee) will be given an exemption by her deity to aid you in your battle against the Duchess of Cinders.

* Enter the Chronotope and Alter the Past (Skill Challenge Level 12, Complexity 1, DCs 14/20, 1 Secondary Skill @ Minor Action, Resolve 2 Actions Below):

1) Map the Temporal and Spatial Realm (Move Action; Prerequisite made as part of a Move Action after 20 unique squares are traversed by the character): History DC 20

2) Enter the Chronotope (Standard Action - Close Burst 5; Allies): Arcana (Timebender) DC 20

Special: Enter this place in the past where the the mother and child have not perished and the dragon has therefore not succumbed to The Wasting Curse of the Wailing Banshee's rage and despair. Either (a) slay the dragon to ensure the creature has not aged/gained in power and is gone from the present timeline or (b) route the dragon (Intimidate Hard DC while Bloodied) and it will come aid you in the battle against the Duchess of Cinders but it still be alive today in the present timeline.

Consequence: There is always a consequence for effing with the timeline...no matter the course you choose.

* Ossuary (Hazard) Level 12 Large Lurker XP 700 (sq LM/12-13)
The ossuary avalanches, unleashing a wave of bones.

Trigger
A character enters an ossuary square (difficult terrain) or starts its turn adjacent to the ossuary

Attack
Opportunity Action Close blast 2
Targets: Creatures in blast
Attack:+16 vs. Reflex
Hit: 2d8+5 damage, 5 OG damage, and immobilized (save ends)
Miss: Half damage and slowed UtEoYNT.

Countermeasures
✦ Acrobatics DC 20 or Athletics DC 28: With an Acrobatics/Athletics check made as part of a move action, a character can enter the ossuary's space without triggering an opportunity attack. These squares are still difficult terrain.

* Bioluminous Mass (Hazard) Level 12 Large Blaster XP 700 (sq HI/3-4)
A glowing elemental biomass pulses randomly, consuming and releasing lances of energy.

Hazard: The mass occupies 2x2 squares and deals fire, force, lightning, or radiant damage (choose one or roll a d4). Its energy is attracted to moving bodies within range. Creatures can enter the mass's space. Hazard possesses Blindsight.

Initiative +6

Trigger
When a creature enters a square within 7 squares of the mass's space, the hazard rolls initiative. The hazard also makes an opportunity attack against a creature that enters or starts its turn in the mass's space.

Attack
Standard Action or Opportunity Action Ranged 7
Target: One creature or the triggering creature
Attack:+16 vs. Reflex
Hit: 2d8 + 7 damage of a type from the following list, and an effect determined by that type.
Fire: 1d8 extra fire damage, and the target gains vulnerable 5 fire (save ends).
Force: The target is pushed 2 squares, knocked prone, and slowed (save ends).
Lightning: The target is dazed (save ends).
Radiant: The target is blinded (save ends).
Miss: Half damage.

Countermeasures
✦ Acrobatics DC 20: With an Acrobatics check made as part of a move action, a character can enter the mass's space without triggering an opportunity attack.
✦ Arcana DC 14: A character adjacent to or within the mass's space can attempt an Arcana check as a move action. If the check succeeds and the mass's next attack hits, treat the attack as a miss. If check succeeds and the mass's next attack misses, the attack deals no damage.
✦ Arcana DC 20: A character within the mass's space can attempt an Arcana check as a move action. Results are as for an Arcana check as above. In addition, three successful checks cause the mass to dissipate, eliminating the hazard.
✦ Arcana DC 28: A character within the mass's space can attempt an Arcana check as a standard action. Results are as for an Arcana check as above. In addition, a character who makes a successful check can force the mass to attack any target in range.

* Illumination: The outlined yellow squares at the top and bottom of the map are illuminated fully by the luminescent Seethewater River and the Bioluminous Mass (Hazard). All other squares are lightly obscured and provide Partial Concealment to creatures unless the perceiver has Low Light Vision, Darkvision, or Blindsight.

* Corrupted Water: Provides Cover and is Difficult Terrain for Medium Creatures. Living creatures that start their turn in a sq of corrupted water suffer -2 to saving throws UtEoTNT.

* Islands/Elevated Terrain: Climbing from the water onto these surfaces requires navigating the slippery holds. Extra square of movement and Athletics DC 19 (14 +5) as part of a move action; Failure = move action is lost and creature is where they started.

* Fallen Pillar and Bases: Bottom left corner of the map. These can be leaped to following the jumping rules. However, these surfaces are slippery and require interacting with Balance (see Acrobatics entry) DC 18.

* Purified Surface Waterfall (top left): Entering any square of the waterfall and runoff to gain a special buff. You're protected from the corrupting aspects of the corrupted water. If you're in a square of the Corrupted Water, make a Saving Throw at End of Turn; Success and the Purified Waterfall buff holds...Failure and the Corrupted Water washes it away.

* Deathbringer Dracolich (Large, natural, magical beast, undead, dragon, Controller, Solo) = HP 492, AC 26, Fortitude 26, Reflex 24, Will 24

* Wailing Banshee (Medium, shadow, humanoid, undead, Contoller, Standard) = HP 81, AC 24, Fortitude 23, Reflex 23, Will 24

* Place C, H, P, W in any of the 24 row, columns J-R and roll initiative! Don't forget to take +2 to Monster Knowledge Checks!

* Initiative & Starting Squares

Chanvati (C) r20+12=32 (Loan from the Past roll: 9 (once during encounter can replace an attack roll, a skill check, an ability check, or a saving throw with that roll)
Wardenguard (W) r15+12=27 (Ambush Leader not needed)
Pa'avu (P) r14+11=25
Dracolich (D) = 24
Banshee (B) = 18
BLM = 13
Hazard (H) r2+8=10

Starting squares: C N24, H K24, P M24, W Q24. As a reminder, The Wardenguard has low-light vision (thanks, Rietka!)

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ROUND 1




Alright, all the vacations have resolved. Back to doing stuff!




Monster Knowledge (No Action) checks:
  • Chanvati Arcana (Shadow, Undead) vs Banshee, r13+19 +2 (buff) =34; Passes High DC
  • Chanvati Religion (Natural, Undead) vs Dracolich, r19+15 +2 (buff) =36; Passes High DC

Deathbringer Dracolich
Large natural magical beast (dragon, undead)
Level 12 Solo Controller XP 3500
HP 492; Bloodied 246 Initiative +10
AC 26, Fortitude 26, Reflex 24, Will 24 Perception+14
Speed 6, fly 8 (clumsy) Darkvision
Immune disease, poison; Resist 10 necrotic; Vulnerable 10 radiant
Saving Throws +5; Action Points 2

Traits
Action Recovery
Whenever the dragon ends its turn, any dazing, stunning, or dominating effect on it ends.

Instinctive Domination
On an initiative of 10 + its initiative check, the dragon can use a free action to use mesmerizing glance. This attack does not provoke opportunity attacks. If the dragon cannot use a free action to make this attack due to a dominating or stunning effect, then that effect ends instead of the dragon making the attack.

Standard Actions
(⚔) Bite (necrotic) ✦ At-Will
Attack: Melee 2 (one creature); +17 vs. AC
Hit: 2d10 + 9 damage, and ongoing 10 necrotic damage (save ends).

Claws ✦ At-Will
Attack: Melee 2 (one or two creatures); +17 vs. AC. If the dragon targets only one creature, it can make this attack twice against that creature
Hit: 3d6 + 9 damage.
Effect: The dracolich slides the target up to 2 squares.

Breath Weapon (necrotic) ✦ Recharge ⚄ ⚅
Attack: Close blast 5 (enemies in the blast); +15 vs. Reflex
Hit: 3d12 + 8 necrotic damage, and the target is weakened (save ends).
Miss: Half damage, and the target is weakened until the end of its next turn.

Minor Actions
Mesmerizing Glance (charm, psychic) ✦ At-Will (1/round)
Attack: Ranged 10 (one creature); +15 vs. Will
Hit: The target is dominated (save ends).
Miss: If the target willingly moves to a square nearer to or adjacent to the dracolich before the end of its next turn, it takes 15 psychic damage.
Effect: The dracolich slides the target up to 2 squares.

Triggered Actions
Bloodied Breath ✦ Encounter
Trigger: The dragon is first bloodied.
Effect (Free Action): Breath weapon recharges, and the dragon uses it.

Athletics +12, Insight +14

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

Wailing Ghost (Banshee)
Medium shadow humanoid (undead)
Level 12 Controller XP 700
HP 81; Bloodied 40 Initiative +8
AC 24, Fortitude 23, Reflex 23, Will 24 Perception+13
Speed 0, fly 6 (hover); phasing Darkvision
Immune disease, poison

Traits
Insubstantial
The ghost takes only half damage from any damage source except those that deal force damage.

Standard Actions
(⚔) Spirit Touch (necrotic) ✦ At-Will
Attack: Melee 1 (one creature); +15 vs. Reflex
Hit: 2d10 + 5 necrotic damage.

Death's Visage (fear, psychic) ✦ At-Will
Attack: Ranged 5 (one creature); +15 vs. Will
Hit: 3d6 + 9 psychic damage.
Effect: The target takes a -2 penalty to all defenses (save ends).

Terrifying Shriek (fear, psychic) ✦ Recharge ⚄ ⚅
Attack: Close burst 5 (enemies in the burst); +15 vs. Will
Hit: 2d8 + 6 psychic damage, the banshee pushes the target up to 5 squares, and the target is immobilized (save ends).

Athletics +8, Stealth +13




Opening his mind to echoes and disturbances in the Chronotope, CHANVATI does not fail to take in the gravity of the situation. An undead dragon! If he is to undo this ancient trauma, he must avoid one of his own in the present. And so he binds the creature to his telekinetic will, hurling it against the ghostly remnant of the grieving mother and into the vicinity of the bioluminescent mass, which pulses alive in response, lightning crackling from its bulk.

Then the Psion moves abruptly to his right, be it to avoid the dragon's wrath or in search of some keyhole to the Chronotope is anyone's guess.


* Standard: Living Missile Daily R10 vs D, ATK r11+17+2 Cunning Stalker=30 vs 26 Fort. Hit. D Immobilized (SE). Effect: While the target is immobilized or slowed by this power, you can use the Living Missile Attack power once per round.

* Minor: Living Missile Attack R10 vs D, Effect: Before the secondary attack, you slide the primary target 10 squares. Slides D S14 to P4 via Q7. Secondary ATK vs B, r14+17=31 vs 23 Ref. Hit. r(4,1)+8=13 damage. 13/2=6 damage (not Force) to B and B falls Prone. Half damage (6) to D. D's movement TRIGGERS BLM INTIATIVE AND OA VS D, r7+6=13. ATK vs D, r16+16=32 vs 24 Ref. Hit. r(1, 7)+7=15 damage and D Dazed SE (lightning)

* Move: 6 sq N24-M23-L23-K23-J23-I24-H23; 6 sq towards 20 necessary for Enter the Chronotope

LOCATION: C in H23, D in P4
DAMAGE: 21 to D, 6 to B
CONDITIONS TO ENEMIES: D Immobilized SE, Dazed SE, B Prone
CURRENT HP: 69/69
CURRENT DE/BUFFS: BLM activates Initiative 13.
SURGES: 7/7
CURRENT PP: 9/9




THE WARDENGUARD are seasoned warriors both, and they enter the fray without hesitation, pushing ahead to the edge of the brackish water. Rietka looks over at Yazdan, and the graying hoplite nods despite being out of his element. He looses a javelin from his back quiver, takes aim, and hurls it across the cavern in the direction of the Banshee, now scrambling to regain its feet after being assaulted by the flung dracolich. The shot goes wide. Yazdan's head lowers, eyes downcast. Rietka displays the faintest trace of a grimace across her otherwise steely face.

* Move: 6 sq Q24 to O18.

* Standard: Javelin R15 vs B, ATK r4+17=21 vs 26 AC (buffed from Prone). Miss.

LOCATION: O18
DAMAGE: na
CONDITIONS TO ENEMIES: na
CURRENT HP: 116/116
CURRENT DE/BUFFS: na


 
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