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!)
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.
ᗕ
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
ᗕ
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).
ᗕ
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