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

The invoker steps closer, clearing his line of sight toward all active vines and The Swamp Horror. Rays of radiant light shoot toward all enemies and all but the furthest are burnt by it. Cyr brings his hand down and sunlight focuses around it before shooting into the swamp horror blinding it. Kane feels radiant energy build around him and moving him outside of the dangerous mists.




[sblock=Actions]
Move: I10 -> O8
Standard: Hand of radiance vs Ref (Horror, O3 vine, R12 vine); radiant damage (1d20+14=27, 1d20+14=33, 1d20+14=18, 1d4+8=12) - hit The Horror and O3 vine - NO VULNERABILITY included in damage

(sorry Kane and Lilli, I didn't clear out all minions, but Lilli is free to move)

AP: Searing Orb vs Ref (Horror); radiant damage (1d20+14=24, 1d8+8=12) - Horror is blinded (save ends) - all saves are with -2 due to Curse eye tattoo (save ends)

[MENTION=75065]jbear[/MENTION], [MENTION=6747396]MadAzolin[/MENTION]
Kane is slid to P4

[/sblock]
 
Last edited:

log in or register to remove this ad

Martelai strides toward the horror with all the assurance of his own immortality in face of such clearly un-starry horror.
"The stars pronounced you not fit. Khirad will see to judgment execution!"

Bright blue radiance, similar in color to the cage seen few moments before irradiates the monster and whole of its upper side bubbles and boils under the assault.

"Come, beast! Let's see who is prime power here!
Kane, can you move your fire behind it so it comes toward me?"
"


[MENTION=6747396]MadAzolin[/MENTION] , if it hits me, I will interrupt with Delbans Deadly Attention, ignore minion hits.

[sblock=Actions]
Free: regenerate 1 hp
Move: P10, gain concealment
Minor: Curse Crushing vine
Standard: Dire Radiance vs Horrors Fort (with boon, CA and prime shot); radiant damage; extra damage; curse damage (1d20+12+2+2+1=37, 1d6+9=14, 2d6+4=9, 1d6=3) - CRIT!
Horror is hit with 21 radiant + Extra crit damage (2d6=8) for total of 34 (with vulnerability)
If the horror comes closer to Martelai on it's turn it takes extra 14 radiant damage (NOTE: if aftereffect damage is maxed too, then it's extra 21) (with vulnerability)
[/sblock]

[sblock=Martelai Stats]

AC: 22 Fort: 19 Reflex: 21 Will: 21
HP: 46/68 Surges: 5/9 Surge Value: 17
CURSED: Swamp Horror, Crushing Vine
STATUS: resist 5 necrotic, +2 all defenses vs. cursed, resist all 2, enemies attacking in melee take 1d6 damage per attack, enemies ending their turns next to Martelai take 5 damage
Total defenses :
AC: 24 Fort: 21 Reflex: 23 Will: 23
vs cursed
AC: 26 Fort: 23 Reflex: 25 Will: 25

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


POWERS
Eldritch Blast
Dire Radiance



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


Decree of Khirad
Flames of the Smoking Crown
Feast of Souls


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

[/sblock]
 
Last edited:

"Thank-you Cyr," says Lilli, as she takes advantage of the timely despatch of the tentacle to lean on the pillar for a very brief rest. As she is there, she uses her Arcane Lore to try and manipulate the pillar's enchantment and succeeds. "Well then, I've activated one!" she yells.

As she moves on, deciding that hiding behind a tree is the best thing for her, she readies her Healing Potion for later use. It was looking like that kind of fight.

[sblock=actions]Start in N4.

Round 6.
Skald's Aura is de-activated.

Start of Turn: Regeneration 1.

Standard Action: Second Wind (This plus Regeneration 1 puts Lilli on 34 Hit Points).

ACTION POINT!

Standard Action: Arcana check on the nearest pillar - Total = 33. Success without healing surge use!

Move action: Moves to R1.

Minor Action: Lilli draws her Healing Potion with her empty hand.

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

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


[/sblock]



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

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

[sblock=Ministats]
Lilli

USED SECOND WIND.

Female Gnome Wizard, Level 7.
Initiative: +3, Passive Perception: 14, Passive Insight: 19. Senses: Low-light vision.
AC: 21, Fort: 16, Reflex: 20, Will: 20.
HP: 34/46, Bloodied: 23, Surge Value: 11, Surges left: 2/7
Speed: 5 squares. Size: Small. Languages: Eladrin, Allarian, Draconic, Dwarven.
Saving Throw Bonuses: +5 Racial bonus against Illusions.
Action Points: 0
Powers:
Orb of Deception
Second Wind
Use Vulnerability
Illusory Ambush
Nightmare Eruption
Grasping Shadows
Horrid Whispers
Ghost Sound
Light
Prestidigitation
Mage Hand
Fade Away
Shield
Maze of Mirrors
Visions of Avarice [Visions of Avarice Secondary Attack]
Skald's Aura [Used]
Experienced Arcana
Phantom Echoes
Orb of Far Seeing - Encounter Power - Used
Orb of Far Seeing - Daily Power
Feyleaf Sandals - Daily Power
Amulet of Elegy +2 - Daily Power
Illusionist's Gloves - Daily Power
Harp of Deeper Slumber - Daily Power

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

Conditions: None.[/sblock]
 

[sblock=OOC] At start of Monster's Turn: Flaming Sphere deals 1d4+9 fire dmg= 10 fire dmg

Dimensional Vortex damage bite on itself will be at -2 dmg (Iron to Glass effect) = 19 dmg

Minor Action attack on Lilli: 10 dmg -2 DR -4 dmg (Iron to Glass effect) = 4 dmg
[/sblock]

[sblock=Start of Kane's turn]
Jade takes 10 poison dmg -2 DR = 8 dmg; Jade is destroyed
Kane takes 10 poison dmg
[/sblock]

Kane chokes as the gas burns in his throat and nose, helpless as Jade fizzles away into nothing within the cloud shaken by his companion's haunting howl of pain and loss as it is forced to leave the deadly battle against the swamp abomination. Unable to concentrate his control over the lashing flames from his fiery spell are weakened and all he can do is keep the conjuration burning. He staggers into the centre of the battle field to benefit from the protective aura of the stones as the poison continues to choke life from him.

[sblock=Actions]
Standard: Flaming Sphere attack vs Horror 18 vs REF=Miss
Minor: Sustain Sphere (Kane will use his minor action each round in this way)
Move: to M10
AP: Flaming Sphere vs Horror 19 vs REF=Miss
At start of its turn Horror takes 1d4+9 auto dmg=12 fire dmg


End of turn: Save vs Ongoing 10 poison dmg = 5 Fail[/sblock]
 


GM:
Summary before monster action
Monsters:
Horror:
- took total of 17+17 (12+5 x 2 (vulnerable 5 to radiant)) damage from Cyr, 34 from Martelai, 10 and 12 from Kane for total of 90 damage
- calculated sphere damage for next round in advance
- blinded (with no particular effect as it is blind by default)
- takes 21 damage if it approaches Martelai next round
- Affected by Iron to Glass (-6 to damage to next attack (please correct if wrong))
Horror of The Swamp of Tears: AC 27, Fort 26 Ref 23 Will 26; HP: 367/540

Minions:
- 3 minions slain, 2 left (Bladed @ 019, Crushing @ R12)

Crushing vine: AC 27, Fort 25, Ref 25, Will 25; HP 1/1, minion
Bladed vine: AC 27, Fort 26, Ref 24, Will 24; HP 1/1, minion

PC stats:
Martelai: HP 46/68 AC 21 Fort 19 Ref 20 Will 21; on hit, 1d6 dam to attacker, foes who end turn beside him take 5 psychic
Cyr: tHP 5, HP 32/50 AC 22 Fort 16 Ref 20 Will 22;
Lilli: HP 34/46 AC 21 Fort 16 Ref 20 Will 20
Kane: HP 57/65 AC 26 Fort 21 Ref 22 Will 21; flaming sphere active; taking 10 ongoing poison damage
-> took 8 poison damage (10 - 2 due to shield)
Jade: unsummoned
Verm. HP 54/54 AC 22 Fort 20 Ref 22 Will 22
Skel HP 29/29 AC 22 Fort 20 Ref 23 Will 23
Lerrick: HP 63/63 AC 21 Fort 20 Ref 19 Will 24

Pillars:
8/10 Pillars active for following effects:
- all PCs (and their allies/minions) in protected area (H5 -> U18, both included) have:
- resist 3 against all damage
- regeneration 2
- +4 to rolls to break grab
- following at-will power: Serenity of the Circle: at-will: move action: character can roll saving throw against one effect of his choice that normally allows saving throw
- please correct if I missed something

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

Smouldering from holy rays that pierced its foul flesh and ethereal radiance that seared it, monstrosity keeps attacking even as flaming sphere burns into its form, setting foul vines and necrotic flesh ablaze.

Vines lash out against closest living and attempt to crush Martelai and tear Lerrick to shreds.
[sblock="vines"]
- crushing vine crushes Martelai for 14 damage (total 11 after shield): http://invisiblecastle.com/roller/view/4364921/
-> it dies moment after
-> Martelai drops to 35 HP (46 - 11)
- bladed vine cuts into Lerrick for 11 damage (total 8 after shield): http://invisiblecastle.com/roller/view/4364923/
-> Lerrick drops to 55 HP (63 - 8)
[/sblock]

Crushing vine squeezes warlock hard and promptly disintegrates while bladed one tears into Lerrick inflicting minor wounds.

As new vines erupt and clouds of deadly mist approach ever closer, monstrosity produces more tendrils of rotting flesh and bone that reach forth toward Martelai and Cyr. Martelai sidesteps and Cyr is grabbed and dragged closer to the creature which spreads its maw and prepares to deliver devastating chomp.
[sblock="horror actions"]
- free: creates new vines (Bladed M7, Phased T11, Bladed N14, Crushing Q13)
- minor: grappling vines vs Martelai and Cyr (http://invisiblecastle.com/roller/view/4364925/)
- misses Martelai, hits Cyr (7 damage, -3 for shield, -6 for iron to glass: no damage inflicted), grabs Cyr
- monster: Iron to Glass is now -8 to damage effect
- minor: pulls Cyr 3 toward itself (to R9) [/sblock]

[sblock="horror actions, continued"]
Maw against Cyr: hit: http://invisiblecastle.com/roller/view/4364926/
- Cyr takes 35 damage - 3 for DR - 8 for iron to glass for total of 25, dropping him to 12 HP (32+5 temp - 25)
[/sblock]
GM: Feel free to fire any interrupts you might have/want
@jbear: not sure if you have horror marked / any interrupts ready for it, please do note so if you have (mark penalties to hit haven't been counted)


[sblock="dungeoneer DC 25 (free action check)"] It seems monstrosity is preparing to dive beneath the swamp again.[/sblock]
[sblock="nature DC 25 (free action check)"] Druidic pillars are flickering softly, they might lose a bit of power unless more
energy is put into them very soon (next round) [/sblock]
 
Last edited:

[MENTION=6747396]MadAzolin[/MENTION]: I just realized (when seeing full set of actions) I made a bad blunder - Searing Orb effect is not only blinding, but dazing on hit...but I didn't write it up on my last post...

Since no one posted reactions, would you, pretty please, re-do the turn? I know it's a lot of work (well, not so much as it can still do minor grab as it didn't move, just cannot bite :) )
:( I apologize for missing the effect in write up

Searing Orb
Hit: 1d8+8 radiant damage and the target is blinded (save ends) and dazed TENT
Miss: Half damage and the target is blinded TENT


Also, you didn't roll saves at the end of its turn: one for blindness (which I realize is not important), second one for saving against curse eye could be - it's at -2)
 
Last edited:

GM: Hm... normally monster would just go underground when dazed, but I am not really keen on prolonging this fight
any longer then it really has to be, so here is proposal (considering nothing really critical happened*):
- I will leave turn as it is and will keep it dazed for next turn instead
- also, will assume it burned both of its action points this turn (strictly speaking, it cannot use more then one per turn, but let's call it GM's discretion)
- it is fairly minor 'breach' of rules to keep things bit faster, but if someone disagrees, I can just submerge monster instead (in which case, do please post objection as soon as possible)
- as for saves, do assume monster failed them
- yes 35 damage does seem like a lot, but I believe party's healing power is more then capable of handling it
 

- I will leave turn as it is and will keep it dazed for next turn instead
- as for saves, do assume monster failed them
- yes 35 damage does seem like a lot, but I believe party's healing power is more then capable of handling it
I don't mind, although I would actually prefer for someone else to take the next one :)
One more hit and Cyr will re-incorporate in another body...maybe as hama-dryad sitting on the tree :)

In other words, [MENTION=75065]jbear[/MENTION], HELP! reduce the damage! [MENTION=79956]dimsdale[/MENTION], HELP! Heal me, heal me and @Controlers HELP, move me, move me ;):blush:
 

Remove ads

Top