[Adventure] A Call for Lovers (DM: jbear Judge:Lord Sessadore)

Neil1889

First Post
OOC: D'oh! Forum failed to send me an email for the update. I suspect everyone is waiting for some saving throws which are definitely forthcoming! I'll have a post up soon. Sorry guys!

OOC: I think that's because jbear edited an older post with the update, so the forum didn't re-transmit an update email. I'll post later; been away for the weekend.
 

log in or register to remove this ad

Son of Meepo

First Post
Wat decides the tactics of soothing the trees isn't working quickly enough, so he abandons it for now and returns to what he knows best, casting Joven's judgement down upon them.

The sky around the plants erupts with thunder, causing branches on one of the barkburrs to crack and fall to the ground. The bloodthorn vine, on the other hand, is completely torn to shreds by the concussive blast. The other vine creature however... not so much.

Wat stands close to his allies and begins to encourage them.

"Joven's fury shall see us through! My staff shall become like Joven's Staff, Sky Thunder. I tell you, with such godly weapons we cannot be defeated. So keep your chin up, throw off your bonds, resist your pain... and FIGHT!"

Both barkburrs stab and pierce the side of the invoker but it does little to stop his determination.

Standard: Thunder of Judgement
Thunder of Judgement (Norther Barkburr, Vine Horror, Bloodthorn Yellow) (1d20+7=21, 1d6+7+3=11)
Thunder of Judgement (Norther Barkburr, Vine Horror, Bloodthorn Yellow) (1d20+7=13, 1d6+7+3=12, 1d20+7=18, 1d6+7+3=12)
(Sorry about the two sets of rolls. Forgot to set the number of rolls to 3 the first time.)

Move: K8

Minor: Encouraging Chant (Creates a close burst 2 around Wat until the end of his next turn. While within, Wat and allies gain +2 to saving throws.)

End of Turn: Opportunity Attacks (1d20+8=18, 1d10=8, 1d20+8=27, 1d10=3)
Saving Throw (1d20+2=22)

OOC: Northern Barkburr takes 11 thunder damage.
Yellow Bloodthorn is killed.
Vine Horror is missed.
Wat is hit twice for 11 damage.
Wat saves against the ongoing poison damage.



[sblock=Wat's Stats]Wat - Half-Elf Invoker 2+ Status: Passive Perception 15, Passive Insight 17 AC 17, Fort 17, Reflex 15, Will 17 HP 21/32, Bloodied 16, Surge Value 8, Surges 6/10 Speed 5, Initiative +1 Action Points: 0, Second Wind [x] At-Will Powers: Astral Wind, Divine Bolts Encounter Powers: Thunderwave [], Thunder of Judgement [x], Shining Symbol [], Channel Divinity [], Encouraging Chant [] Daily Powers: Silent Malediction [x], Amulet of Elegy [x], Staff of Forceful Rebuking [] [/sblock]
 
Last edited:

Neil1889

First Post
Rain's assailant suddenly feels the heat as she calls upon her diabolic heritiage to subject her foe to the infernal flames that lie deep within her blood.

Feeling almost overcome by the squeezing roots and the poison inside her, Rain takes the cap off her potion bottle with her teeth and drinks it down quickly; it offers an immediate relief.

Recognising the strange vine monster as the biggest threat to her companions, Rain throws her magical shielding Aegis around it. Then, suddenly, Rain somehow escapes from the entanglement of the crushing vines; in the blink of an eye, she appears behind the vine creature and next to the northern barkburr tree. She slashes wildly with her blade and misses, but her sudden arrival brings with it a rolling boom of thunder that makes the tree creatures shake.

[sblock=Rain's actions]1st of all, as a free action from the last turn, the Vine Horror (if not allowed for any reason, then Barkburr 2 can have it instead (I have not added vulnerability Fire to damage below).

Infernal Wrath (Encounter Free Close burst 10 ✦ Fire)
Target: The triggering enemy in the burst
Trigger: An enemy within 10 squares of you hits you.
Effect: The target takes 1d6+4 fire damage.


Damage = 8.

As per OOC thread, everyone make a saving throw to remove the restrained condition and poison dmg. Rain's score is 3 - fails.

Now then, Rain takes 15 damage, which bloodies her.

Move action as a minor = Rain takes her Healing Potion at the cost of a surge and heals 10 points of damage (she's no longer bloodied).

Minor action: Mark the Vine Horror with:

Aegis of Shielding (Minor Close burst 2 ✦ Arcane)
Target: One creature in burst
Effect: You mark the target. The target remains marked until you use this power against another target. If you mark other creatures using other powers, the target is still marked. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. If your marked target makes an attack that does not include you as a target, it takes a -2 penalty to attack rolls. If that attack hits and the marked target is within 10 squares of you, you can use an Immediate Interrupt to reduce the damage dealt by that attack to any one creature by 8 points of damage.

Standard action: As part of the attack, Rain firstly teleports to square M4.

She then attacks the Vine Horror with Dimensional Thunder - Total to Hit vs. Fortitude = 10, misses, but see Effect below for Vine Horror and adjacent Blackburr.

Dimensional Thunder (Daily Standard Melee Weapon ✦ Arcane, Teleportation, Thunder, Weapon)
Target: One creature. Effect: Prior to the attack, you teleport 3 squares.
Attack: +8 vs. Fortitude
Hit: 2d8 damage and +4 Thunder damage.
Effect: Each enemy adjacent to you gains ongoing 5 Thunder damage (save ends).


Potential Immediate Actions:
Leather Armour of Aegis Expansion +1 (Property, Encounter, Immediate Interrupt)
Trigger: Power (Encounter): Immediate Interrupt. Trigger: A creature you have marked with your Aegis of Shielding power targets you and at least one of your allies with an attack.
Effect: The damage of the triggering creature's attack damage is reduced by 6.


End of Round.
Saving Throws attempt vs. poison = 5. Failed.

I think Rain has escaped the restraint and ongoing 10 damage with her teleport. Please let me know if this is OK, but if I do still need another, the roll is 18.

[/sblock]

[sblock=Ministats]
Rain


Female Tiefling Swordmage, Level 2.
Initiative: +2, Passive Perception: 10, Passive Insight: 11. Senses: Low-light vision.
AC: 21, Fort: 14, Reflex: 15, Will: 15.
HP: 21/37 +5 THP, Bloodied: 18, Surge Value: 9 (10 with Moonstone Gem), Surges left: 7/11
Speed: 6 squares. Size: Medium. Languages: Tsugo, Allarian.
Saving Throw Bonuses: Nothing to report.
Action Points: 0
Powers:
Infernal Wrath [used]
Second Wind
Guardian's Counter
Aegis of Shielding
Sword Burst
Booming Blade
Sword of Sigils
Dimensional Thunder [used]
Arcane Mutterings
Leather Armour of Aegis Expansion - Encounter Power
Conditions: Slowed and suffering Ongoing 5 Damage from Poison.[/sblock]

Zuri, weighed down by the poison coursing through her veins, nevertheless manages to make her way forwards to take advantage of Rain's sudden repositioning; She unleashes an assault on the Vine Horror, but the damnable thing is a slippery customer.

[sblock=Zuri's actions]As per OOC thread, everyone make a saving throw to remove the restrained condition and poison dmg. Zuri's score is 8 - fails.

Zuri takes 5 damage from ongoing poison, bloodying her.

Move action: moves to K6. Vine Horror now grants combat advantage to Zuri due to Rain's position opposite.

Standard action: Guarded Attack against the Vine Horror, which is granting Combat advantage - Total to Hit = 15 vs. AC. I'm pretty sure that will miss (Invisible Castle is not being nice), but potential damage is 11.

Guarded Attack: Melee: +9 vs AC; 2d4+5 dmg and if target attacks before eont make a MBA against it as Imm. Interrupt and the target takes a -2 penalty to triggering attack roll

Sneak attack damage, if by some miracle Zuri's Guarded attack hits the Vine Horror, is 8.

Minor action: Sneak in the attack: (minor; melee 1) Until start of Zuri's next turn the next ally who hits the target with CAdv deals 2d8+2 extra dmg.

Action Point: Second Wind to recover 8 hit points to go to 21; she's no longer bloodied.

+2 to Zuri's defences in the next turn.

End of Round.
Saving Throws attempt vs. poison, including +2 bonus due to Wat's Encouraging Chant = 11. Success!

[/sblock]

[sblock=Zuri Stats]
Eladrin Rogue lvl 2
21/+ 5 THP 29 HPs 6/7 surges Surge Value 7 (8) (Moonstone Gem added)
AC 17 F/R/W 13/17/14
Init +5 Speed 6
Str 14 Con 12 Dex 18 Int 14 Wis 10 Cha 14

MBA: Dagger +7, 1d4+3 dmg
RBA: Dagger +9, 1d4+5 dmg, 5/10; Rebounding Handcrossbow +1 +8, 1d6+5 dmg

Skills: Stealth +10, Thievery +10, Athletics +8, Bluff +10, Intimidate +8, Streetwise +8, Arcana +5, History +5, Perception +6
Feats: Weapon Focus: Light Blades; Backstabber

[sblock=At Will Powers]
Riposte Strike: +9 vs AC; 1d4+5 dmg and if target attacks before eont make a MBA against it as Imm. Interrupt
Disheartening Strike: Melee: +9 vs AC; 1d4+5 dmg and target takes -2 to atks TENT
(Ranged: +8 vs AC; 1d6+5)
Sneak Attack: +2d8+2 dmg 1/turn when Zuri hits with CAdv
[/sblock]
[sblock=Encounter Powers]
Guarded Attack: Melee: +9 vs AC; 2d4+5 dmg and if target attacks before eont make a MBA against it as Imm. Interrupt and the target takes a -2 penalty to triggering attack roll [Used]
Fey Step [ ]
Sneak in the attack: (minor; melee 1) Until start of Zuri's next turn the next ally who hits the target with CAdv deals 2d8+2 extra dmg [Used]
[/sblock]
[sblock=Daily Powers]
Precise Incision: (Reliable) +9 vs AC; 3d4+5 dmg [ ]

Used Second Wind.
[/sblock][/sblock]

OOC: Not a great turn. Two big attacks probably missed.
 
Last edited:

jbear

First Post
[sblock=Vine Horror Stats] Sorry forgot to add this:
Vine Horror
AC 19, Fortitude 17, Reflex 18, Will 16
[/sblock]
 

Shandra watches in awe as her enemies attack is deflected entirely, some force having its momentum. Looking over at Rain, Shandra smirks with understanding. Truly this was someone with power. As that thought passed by, she felt a stinging pain as vines lashed her with poisoned barbs and realized with horror, that though the vine creature's attack had been thwarted, it had still managed to loop it's vine tentacle around her waist, gripping her tight. Mobility was her ally, and being trapped in vines was not at all conducive to defeating her foes. She only had to worry about that particular issue for the span of a heartbeat, though, and the vine loosened its grip after a bold of lightning struck her foe. The vine creature collapsed, and its vine tentacle fell to the ground with it.

But all was not well for Shandra. She had been about to move on to the new foe on the scene, but she suddenly felt weak. When she tried to take a step toward, her body would not respond! In a panicked state of mind, she wondered if this were it for her. Had she been training all this time for the defense of her home, only to submit to defeat the first time she is tested outside of that safety zone? Were her patron's blessings all for naught?

"NO!" the avenger growled as she felt her life forces ebb away. "I will not be ended here!"

Shandra gripped her blade and took a steadying breath. She could push through the pain. She WOULD push through the pain. She willed herself to ignore the effects of the poison coursing through her veins and smiled wickedly at her enemies when the little toe on her right foot wiggled just a little bit under her own control. Slowly but surely, she pointed her blade in the direction of her newest foe. With her original target vanquished, she was able to focus her patron's ire against this new foe. Shandra looked over at Wat.

"You who channels the wrath of Joven! Bring your destruction upon the vined one before us and may Dayna's blessings be upon you such that our patrons shake the heavens and split the earth about this fool that attacks you and your companions!"

Shandra was still working at forcing her body to move, so she could not directly confront her enemy, but that did not mean that her enemy would be defeated without her assistance.





[sblock=Actions]
Wat's killing of the Yellow Bloodthorn recharges Shandra's Oath of Enmity and releases its grip on her, so Shandra is no longer grabbed.

Last round's end of turn save vs Restrained and Ongoing 10 fails.

Start of turn: Shandra takes 10 damage and 5 poison damage. This bloodies Shandra.

-- Standard: Shandra uses Second Wind, healing 7 damage and gaining a +2 bonus to all defenses until the start of her next turn. Shandra is no longer bloodied.
-- Minor: Shandra uses Oath of Enmity on the Vine Horror.
-- Minor: Shandra uses Loyal Sanction on Wat, granting him a +5 power bonus to damage rolls against Shandra's Oath of Enmity target (Vine Horror) until the end of Shandra's next turn.
NOTE: I highly recommend that Wat has Shandra use Divine Guidance when he attacks the vine horror (immediate interrupt on her part) to ensure that the +5 bonus does not go to waste.

End of Round Saves:
-- vs Slow & Ongoing 5: 18 - PASS
-- vs Restrained & Ongoing 10: 16 - PASS [/sblock]

[sblock=Shandra's Stats]
Shandra - Wood Elf Avenger 2
STATUS: Normal; +2 to all defenses until start of next turn (Second Wind)
Passive Perception 25, Passive Insight 16
AC 21, Fort 14, Reflex 18, Will 19
HP 21/30, Bloodied 15, Surge Value 7, Surges 6/7
Speed 7, Initiative +5 (Perception: +15)
Action Points: 1, Second Wind [x]
MBA - +5 vs AC, 2d4+3 damage
At-Will Powers:
Bond of Pursuit
Overwhelming Strike
Encounter Powers:
[x] Iaijutsu
[x] Oath of Enmity (Used on Vine Horror)
[x] Angelic Alacrity
[] Divine Guidance / Abjure Undead
[x] Loyal Sanction
Daily Powers:
[]Wings of Light

POSSIBLE INTERRUPTS:
Divine Guidance: If an ally of Shandra attacks her Oath of Enmity target (Vine Horror), that ally rolls a 2nd attack roll and uses either result. (Any one of Shandra's allies is free to take this if needed.)

Items of Note:



  • When Shandra attacks a target of her Oath of Enmity with a weapon attack, she treats all rolls of 1 or 2 on the damage dice as though the result were a 3 on the die - Avenging Resolution Feat
  • If Shandra's Oath of Enmity target moves away from her willingly, she gains a +6 bonus to damage rolls against the target until the end of her next turn.
[/sblock]
 

jbear

First Post
Aware of the dangerous spray of burrs the party is able to defend themselves well against the next flurry of sprays, only a few piercing the guard of Zuri and Sabynha. All but the skald are able to resist the thickening of the blood caused by the toxins released into their blood stream. Sabynha's legs grow numb and her skin begins to harden and take on a barklike quality leaving her unable to move. It seems she begins to follow Gray down the unfortunate path of turning into some sort of tree...

As another of the plant abominations are felled the vine horror turns upon the the tiefling who distracts it with her thunderous appearance and rips her flesh with its savage claw. "Devil spawn! Elf kisser! Die!"

GM: Barkburrs are immune to any conditions. The Vine Horror also does not have vulnerability to fire.

If you can make the OAtks from the Barkburrs as Son of Meepo kindly did, that would be awesome, thanks!

You're up! Give 'em hell!


[sblock=Combat]Sabynha First failed save condition becomes -> Immobilised and ongoing 5 poison dmg (save ends both)

Barburr Tree 1 (north) OAtk vs REF Zuri 11=Miss Rain 13=Miss Shandra 15=Miss Sabynha 14=Miss
Barkburr Tree 2 (south) OAtk vs REF Zuri 22=Hit Shandra 11=Miss Sabynha 21=Hit
Zuri takes 3 dmg and Sabynha takes 2 dmg

Vinehorror shifts to L5 and claw atk vs Rain 29 vs AC=Hit dmg=10 dmg
save vs Ongoing dmg 7=fail
[/sblock]

[sblock=Status]
Rain: 11/37 HPs Conditions: Notes: Used Healing Potion
Sabynha: 15/33 HPs Conditions: Imobilised & Ongoing 5 poison dmg (save ends)
Zuri: 19/29 HPs Conditions: Notes: Used 2nd Wind +2 defenses TENT
Shandra: 21/30 HPs Conditions: Notes: Second Wind Used: +2 defenses TENT
Wat: 21/32 HPs Conditions: Buffs: +2 saves TENT

Bloodthorn Vine 1 (Green): -3/41 HPs = DEAD
Bloodthorn Vine 2 (Yellow): -4/41 HPs; = Dead
Vine Horror: -13/?? HPs: Vicious Vines USED; Marked Aegis; Oath of Emnity; Ongoing 5 thunder (save ends); sneak in the attack TENT

Barkburr 1 -11/?? HPs 0/3 successes
Barkburr 2 ??/?? HPs 0/3 successes
OATK: +8 vs Ref; 1d10 dmg and ongoing 5 poison dmg and slowed (save ends both) trigger: end turn within 4 squares of it
Calm: Minor Action DC 13 no atk for 1 turn; DC 21 gain success
Standard Action: DC 13 gain success (+ no atk for 1 turn)
[/sblock]

[sblock=Monsters]
Bloodthorn Vines AC 18 F/R/W 15/12/14 MBA: +7 1d8+5 dmg
Barkburr trees AC 16 F/R/W 16/10/NA Immune: Poison and all conditions Vulnerable: Fire 5
Vine Horror AC 19, Fortitude 17, Reflex 18, Will 16

[/sblock]
 

Attachments

  • Barkburrs Round 3.PNG
    Barkburrs Round 3.PNG
    660.3 KB · Views: 93
Last edited:

Nemesis Destiny

Adventurer
"My friends, my strength is failing... I... I cannot move! I fear my fate will be the same as poor Gray. Do not let us die in vain! Strike that one down... for us!" Sabynha felt defeated. She did what she could to fend off the creatures' attacks, and preserve her strength as long as possible, that her companions could draw upon it.

Her desperate struggle for survival flowed outward, fuelling her companions resolve, even if they could not understand why.

The savage burrs again mercilessly tear into the skald's flesh, her essence nourishing the vile plants, sapping her further. Her vision became blurry.

[sblock=actions]Minor Action: Cautionary Tale (allies within 5 do not grant CA, and one ally can strike for an extra 2d10 damage)
Standard Action: Second Wind - heal 8hp +1thp and +2 defences TENT
Move Action -> Minor Action: Inspire Competence - allies get +2 on their next check to calm the trees
Saving Throw: 1d20=2 fail. Quel suprise.
OAttacks: 1d20+8=19, 1d10=1, 1d20+8=28, 1d10=2 Ouch! Critted myself. I take 11 damage. I'm still poisoned and so the OG5 Poison does not stack.[/sblock]
[sblock=ministats]Sabynha Half-elf Skald Bard 2+
Initiative +4
Passive Insight 21 Passive Perception 16; Senses Low-light Vision
Skald's Aura (Healing, Martial) aura 5; see below.
HP 12/33 (1 thp) Bloodied 16 Surge Value 8; Surges 6/10
AC 19 (21) Fortitude 15 (17) Reflex 17 (19) Will 17 (19)
Saving Throws [+0]
Action Points 0
Speed 6

Powers

Focused Discipline - Active;
tactics - shift 1 as free action when I hit with MBA
Song of Savagery
Song of Serendipity

Skald's Aura - Active, 1 heal remaining
Knack For Success (spent)
Words of Friendship
Sly Dodge
Lesser Flash of Distraction (spent)
Cautionary Tale or Disruptive Words (spent)
Inspire Competence (spent)
Hero's Armour Daily Power[/sblock]
OOC: Don't forget to use my bonus 2d10 damage on the enemy this round! Roll high! Use my last skald aura if you need it, because Sabynha may not be conscious much longer either. Looks like Rain could make best use of it.
 

Neil1889

First Post
OOC: I think a general retreat to the left of the map from the Blackburr's is in order to save some characters, but Rain failed her save, is taking ongoing 5 (will be on 6 hits when she acts and is slowed as well - could do with second wind and Sabynha's heal).

Zuri should fire crossbow/ thow dagger and run.

jbear, which of the columns to the left is the start of the safe zone from the blackburr trees? Is column F the first safe column?

Thoughts, folks?
 

OOC: I think we're going to have issues either way unless the vine horror is dealt with. I say we get Sabynha and Zuri out of immediate harm so they can heal up, while Wat and Shandra attack the vine horror.

I am waiting to take Shandra's turn so that Wat can use the extra damage effect (and if wanted/needed her immediate interrupt extra attack roll granting power).
 

jbear

First Post
OOC: First safe column is E. Barkburrs occupy up to the pink space though you can enter that space except for the very centre square where their trunk is located; as long as you are adjacent to the pink outline you can have one of the barkburrs not attack you at the end of your turn with a minor action (DC 13). If you hit the hard DC (21) you get a step closer to neutralising them permanently.

Sabynha failing her save again is BAD.
 

Remove ads

Top