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The Fey, the Far, and the Ugly Space In Between

Tecklenburg

Explorer
When I have a few minutes of downtime with Three Bird, I ask him for a status report on the group the set out straight from their lodge. They should have arrived at Giliad's Rest by now.

"What have you heard from Wandering Wolf or your other men that set out many hours before us with your families?"

Per Manbearcat
"One of my falcons returned with the message a few hours past. The men guarding the walls of Giliad's Rest called them savages, barbarian marauders, spurned them from entering, and threatened them with death if they loitered outside the gates. There is an old history there. Three centuries ago, there was a horde that came down from the Coldland that decimated the lowland people. Their raids earned them spoils of treasure, flesh, and considerable bloodshed."

He looks at his once proud people now suffering so and in a position to only beg for respite and mercy from the lowlanders.

"I expected this. I do not blame the lowlanders. When they see our ample host, I would expect even more aggression than Wandering Wolf and my men received with naught but women and children in tow. Anyway, an elderly farmer outside of the walls took them in. They await us, out of the elements, in the farmer's barn."

"Saerie holds powerful sway with the rulership of Giliad's Rest. They'll either bend to her words or I'll impose my will upon them."

I feel the warmth from the fire on my bare hands, rub them together, and stand up.

"Come. Let us gather the builders amongst your people. Saerie is attempting to commandeer the pack of wolves we heard earlier. If she is able to wrest control from their leader, which I suspect she will, they can aid us in getting our lamed through the final leg of the journey. We have raw materials from our fallen. With the deadfall here we should be able to fashion a makeshift sled and some harnesses. Even if the wolves are not a resource to us, those of us who still have our strength can play the role of beasts of burden."

Beyond the deadfall for the frame and runners, there should be rope and plenty of garments to mend together. Relying on my military knowledge of jury-rigging and engineering-on-the-fly, we work up a passable transport to hitch up to the wolves or to people so we can get the worst off to Giliad's Rest.

[sblock]Secondary Skill. If I can use History + 24 for this, it automatically passes. If you want Thievery + 17, I passed the Easy DC with a roll of 8.[/sblock]

Per Manbearcat
By the time Saerie returns with the pack at her command behind her, you've fashioned a temporary sled with enough square footage and load-bearing capacity to move the worst off.

[sblock]+ 2 to your physical effort, which will be at the Hard DC, to move these folks to Giliad's Rest.

Level 22 C2 SC. 4/6 Successes. 1/3 Failures. 1/1 Hard DCs. 2/2 Secondary Skills[/sblock]

I'll formally reframe things with Saerie's return and the stats of her pack (which is going to basically be a Companion Character composed of 5 Minions * 1.25 Standard xp) in a follow-up post.
 

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Dire Wolf Pack Companion Character and related mechanics.

[sblock]Dire Wolf Pack (Medium Minion * 5)
HP 1 (minion cannot be lose HP on miss)
AC 35, Fortitude 34, Reflex 33, Will 32
Initiative +20, Speed 10, Healing Surges 9, Low-light vision

Traits
Pack Tactics
The wolf has combat advantage against a target that has two or more of the wolf’s allies adjacent to it.

Standard Actions
Bite At-Will
Attack: Melee 1 (one creature); +26 vs. AC
Hit: 15 damage, or 19 against a prone target. The target falls prone if the wolf has combat advantage against it.

Minor Actions
Pack Awareness (Encounter)
CB10 (Allies)
Effect: Roll twice for any Perception checks with a +2 power bonus UTEoYNT.

Immediate Actions
Protect the Alpha (Daily)
Saerie; CB3
Trigger: Saerie is hit by a melee or ranged attack.
Effect (Immediate Interrupt): Minion shifts up to 3 squares adjacent to Saerie, is hit by the attack instead, and reduced to 0 HP.

Athletics+22, Endurance+14, Perception+23, Stealth+15




1) When an individual wolf Minion hits 0 HP, they are only out of the present fight.

2) The 9 Healing Surges serve to restore an individual wolf Minion to 1 HP. You can do this in combat with a power that lets an ally spend a HS or out of combat normally. If your Dire Wolf Pack ever hits 0 HS and one of the Minions is at 0 HP at that point, that individual Minion is slain.

3) Their Encounter and Daily powers are for the entirety of the pack (eg each individual Minion does not get one apiece).

4) 5 "of-level" Minions effective eats up 1.25 Standards worth of Encounter Budget XP. In this case, 800 * 5 = 4000. Accordingly, I will lop off the xp return by the same amount for any combat where they are used. When they are not used, they will just recede into the background as set dressing.[/sblock]




Back at camp in the warm embrace of the fire and the cottonwood stand along the winding river, a flash fog gives rise to an eerie feeling amongst the collective. Those who are capable toil vigorously and expeditiously in their respective tasks, be it care for the afflicted, tending the fire, or engineering the sled and harnesses. Fatigue-driven delirium has replaced hypothermia-driven delirium, but spirits are as high as one could hope for given the circumstances.

Saerie arrives with the obvious fealty and deference of a pack of dire wolves fast on her heels. Her command is clear enough to the beaten, but not broken, highlander folk that their sudden emergence illicits little more than a momentary gasp. Greetings are short-lived unfortunately, as the alien sounds of many aberrant horrors coming down from the mountain permeates the night sky. Your keen senses tell you that they can't be more than fifteen minutes behind Saerie's arrival...and closing...
 

Tecklenburg

Explorer
Back at camp in the warm embrace of the fire and the cottonwood stand along the winding river, a flash fog gives rise to an eerie feeling amongst the collective. Those who are capable toil vigorously and expeditiously in their respective tasks, be it care for the afflicted, tending the fire, or engineering the sled and harnesses. Fatigue-driven delirium has replaced hypothermia-driven delirium, but spirits are as high as one could hope for given the circumstances.

Saerie arrives with the obvious fealty and deference of a pack of dire wolves fast on her heels. Her command is clear enough to the beaten, but not broken, highlander folk that their sudden emergence illicits little more than a momentary gasp. Greetings are short-lived unfortunately, as the alien sounds of many aberrant horrors coming down from the mountain permeates the night sky. Your keen senses tell you that they can't be more than fifteen minutes behind Saerie's arrival...and closing...

I rise from a stooped position, finishing the final touches on the quickly engineered sled. Absentmindedly, I slowly shake my head up and down as Saerie arrives in camp with her new pack behind her. I can make out the markings of each of the dire wolves trailing her. It was this pack we encountered at the beginning of our journey. My thoughts flit back to that violent introduction. I have no idea what memory or emotional attachment dire wolves possess. Will they recall that I slew two members of their numbers. Do they hold grudges? It doesn't matter I suppose.

The images of the desperate faces of Exel and Xanob right before they fell to their terrible demise flash through my mind. They steal whatever smile was about to spread across my face at the arrival of Saerie.

"Well done" I simply say, as I haven't the emotional or physical fortitude for more. The sounds of a horde of mutates not terribly far in the distances jars me from my stupor. My sword is reflexively in my hand.




Here is what I'm thinking. The odds of us passing a level 24 hard DC as a Athletics Group Check is pretty poor, despite the fact that I can roll a pair of d20s and we have the + 2 for the Secondary Skill. With whatever is out there chasing us, the consequences of failure would likely be a combat encounter. Is that right?

Per Manbearcat
That looks to be the score of it, yeah.

I'm sitting at 78/126 HPs with 0 Healing Surges and my sole daily of Refresh Bladesong. Saerie is doing better hit point wise, but also has 0 surges and only 1 daily left. Question. If I stay behind, perhaps with Rawr and Lucky aiding me, can we buy some time? Can we bump the Athletics check down to the Medium DC if for a Group Check for Saerie and her pack if we do that?

Per Manbearcat
I think that is a fair offer and certainly makes sense in the fiction.

Otthor grabs Saerie by the forearm and looks beyond her at the trailing darkness and the sounds that emanate from it. "EVERYONE UP!" Looking Saerie dead in the eye with intensity he implores her. "My friend. Please, get the wolves hitched to the sleds quickly. There are many that can barely walk, or worse, but there are plenty of others stout of heart and body. Let Lucky, Rawr and myself buy you some time. If you leave now and move quickly, you can get these people to the walls of Giliad's Rest and rally their rangers. If you stay, everything we have fought for is for naught."

He looks behind him at the people scrambling and then looks back to Saerie. He embraces her in a strong hug and whispers "...please."
 

Binks

Explorer
"Well done" I simply say, as I haven't the emotional or physical fortitude for more. The sounds of a horde of mutates not terribly far in the distances jars me from my stupor. My sword is reflexively in my hand.

Otthor grabs Saerie by the forearm and looks beyond her at the trailing darkness and the sounds that emanate from it. "EVERYONE UP!" Looking Saerie dead in the eye with intensity he implores her. "My friend. Please, get the wolves hitched to the sleds quickly. There are many that can barely walk, or worse, but there are plenty of others stout of heart and body. Let Lucky, Rawr and myself buy you some time. If you leave now and move quickly, you can get these people to the walls of Giliad's Rest and rally their rangers. If you stay, everything we have fought for is for naught."

He looks behind him at the people scrambling and then looks back to Saerie. He embraces her in a strong hug and whispers "...please."

Every fiber of my being wants to stay behind and fight, so it unconsciously tenses when Otthor asks me to lead the refugees away from here while he stays behind. Ultimately though, I see the sense in Otthor's words. His "please" shakes me to my core. Something about it tells me that this may be the last time we see each other. I squeeze him as hard as I can before letting go. I then quickly draw back.

Both of them ever on my flanks, I instruct Lucky and Rawr to stay behind with Otthor and delay the coming monstrosities. I feel both of their furry coats for a moment longer than I dare for the same reason I urgently hugged Otthor. Mustering the best wry smile I can, I then speak in elven so only Otthor can understand. "Rawr and Lucky go with you. Hear this now Otthor, Champion of the Summer Queen. Elven warriors are a dime a dozen. But unflinchingly loyal and steadfast bears are exceedingly rare. I'm entrusting his well being to you. You better get him back to me."

With that, I turn as quickly as I can so things don't get emotional. I rush my new pack to the front of the sled and begin the work of getting the harnesses affixed to them. Before I do, I let them know what our plan is here. I briefly think about asking Three Bird to stay behind with Otthor, but these are his people. He belongs here and they need his presence and leadership.

When the wolves are hitched up and the cargo is on the sled, we set out at a brisk pace, following the icy bank of the river through the barrier forest that I have claimed as my home since coming here. It gently turns towards its ultimate destination and our own; Giliad's Rest.

[sblock]Group Athletics Check at level 24 Medium DC 28.

Saerie Athletics + 24 + 2 SS. Rolled 16. 42 succeeds. Don't need to roll for the Dire Wolf Pack as that is good enough.[/sblock]




Question. Neither my Quick Beast Command feat nor my Ultimate Understanding Beastlord feature will apply to the coming combat because I'm not there to command Rawr. Correct?
 
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Tecklenburg

Explorer
Every fiber of my being wants to stay behind and fight, so it unconsciously tenses when Otthor asks me to lead the refugees away from here while he stays behind. Ultimately though, I see the sense in Otthor's words. His "please" shakes me to my core. Something about it tells me that this may be the last time we see each other. I squeeze him as hard as I can before letting go. I then quickly draw back.

Both of them ever on my flanks, I instruct Lucky and Rawr to stay behind with Otthor and delay the coming monstrosities. I feel both of their furry coats for a moment longer than I dare for the same reason I urgently hugged Otthor. Mustering the best wry smile I can, I then speak in elven so only Otthor can understand. "Rawr and Lucky go with you. Hear this now Otthor, Champion of the Summer Queen. Elven warriors are a dime a dozen. But unflinchingly loyal and steadfast bears are exceedingly rare. I'm entrusting his well being to you. You better get him back to me."

With that, I turn as quickly as I can so things don't get emotional. I rush my new pack to the front of the sled and begin the work of getting the harnesses affixed to them. Before I do, I let them know what our plan is here. I briefly think about asking Three Bird to stay behind with Otthor, but these are his people. He belongs here and they need his presence and leadership.

When the wolves are hitched up and the cargo is on the sled, we set out at a brisk pace, following the icy bank of the river through the barrier forest that I have claimed as my home since coming here. It gently turns towards its ultimate destination and our own; Giliad's Rest.

I merely smile at my friend when she says her goodbye. I can tell that she is scared for me. I'm afraid that if I speak she might change her mind. When she turns to go, I fill my lungs fully with the cold night air and exhale slowly. When death looks upon my fate with his morbid eagerness is when I feel most alive.

I take measure of my surroundings. The blaze will give us plenty of light to see and I will make it an murderous impediment for our enemy. The forest gives much needed cover if I need it and the terrain will make it difficult for the twisted horrors out there to transit the field of battle and give pursuit.

Couple questions.

[sblock]- Fire will be a hazard, right?

- Difficult Terrain all over the place?

- Cottonwood trees for cover and climbing?

- Finally, can I try to set some snares out at a distance to tie up a few enemies for a bit?[/sblock]

Per Manbearcat
Couple answers:

[sblock]1) Not a Hazard. We will treat it as Hindering Terrain so saving throw if force moved into it (prone pass, in fire fail). A creature that enters a square or starts its turn there takes ongoing 10 fire damage (save ends).

2) Yup.

3) Yup.

4) Lets go this route. Nature versus their Passive Perception DC 26. If you succeed, you can attack two bad (1 Minion and 1 Standard) guys level + 24 vs Fort. Hit = restrained (save ends). Miss = slowed UEoNT.

However...if you fail, they arrive in the middle of your snare-setting. Consequently, they evade your trap and you cannot attempt a Stealth check for surprise round.

GENERAL

- We're going to abstract the temporal component of a round out from 6 seconds to 1 minute (old school!). In order for you to give them enough time for egress (Hard DC throttled back to Medium), you need to tie these guys up for 10 rounds. If you somehow manage to defeat them (coming in waves...the vast majority of combatants will be Minions with 2 Standards mixed in), then it will be inside of 10. If you're both still alive after 10, you can attempt to evade and get to Giliad's Rest as an SC.[/sblock]

Binks, regarding your above post, yes, that is correct. Just like if you were unconscious/not present.

Ok, sounds great. Rawr and Lucky are both extremely aware creatures. As I'm gathering some roots, setting my snares and masking them with fallen pine needles and snow, I point out to them where they are. I then pantomime instructions to the two of them to make themselves prominent in front of the fire so our enemies move to engage them there. I'll be stealthed nearby under the snowy boughs of a cottonwood tree...maybe!

[sblock]Set Snares: Nature + 19 vs DC 26. Rolled 14. 33 succeeds.

Attack vs Standard + 24 vs Fort. Rolled 9. 33 hits. Restrained (save ends).

Attack vs Minion + 24 vs Fort. Rolled 3. 27 misses. Slowed UEoNT.

Stealth + 21 vs Passive Perception 26. Rolled 13. 39 succeeds.

Surprise Round = Magic Missile on a Minion. Dead.

Initiative + 16. Rolled 11. 27.

Wood Elf Reactive Stealth on Initiative with an cover or concealment. + 21 vs 26. Rolled 6. 27 passes.[/sblock]

Per Manbearcat
I'll get the map up in the next day or so and we can move things along.
 

Ok, sounds great. Rawr and Lucky are both extremely aware creatures. As I'm gathering some roots, setting my snares and masking them with fallen pine needles and snow, I point out to them where they are. I then pantomime instructions to the two of them to make themselves prominent in front of the fire so our enemies move to engage them there. I'll be stealthed nearby under the snowy boughs of a cottonwood tree...maybe!

[sblock]Set Snares: Nature + 19 vs DC 26. Rolled 14. 33 succeeds.

Attack vs Standard + 24 vs Fort. Rolled 9. 33 hits. Restrained (save ends).

Attack vs Minion + 24 vs Fort. Rolled 3. 27 misses. Slowed UEoNT.

Stealth + 21 vs Passive Perception 26. Rolled 13. 39 succeeds.

Surprise Round = Magic Missile on a Minion. Dead.

Initiative + 16. Rolled 11. 27.

Wood Elf Reactive Stealth on Initiative with an cover or concealment. + 21 vs 26. Rolled 6. 27 passes.[/sblock]

Here...we...go!



RELEVANT FEATURES

1) Orange outline with red fill is the Hindering Terrain of the fires. Saving Throw when FM into. Enter or start turn there = 10 OG fire (save ends)

1) Every square except for those under the cottonwood trees and w/i 2 sq of the fire are DT. Knee deep snow.

3) On the right is a partially frozen. The ice is thin and DT. Acrobatics @ medium DC if you enter. DT. Failure = attack by hazard and possibly going through the ice.

4) Cottonwood trees squares are not DT. Partial cover against ranged attacks and can be auto-climbed by anyone in this combat.

5) Glacial moraines (top right/left and bottom right) can be climbed at medium DC.

6) Green around M is slowed UEoNT (will end after their go this turn). Blue around S1 is the restrained (save ends). Those are you two snare victims.




SURPRISE ROUND

Otthor

[sblock]Action: Magic Missile. Minion at top dead.

Wood Elf Stealth at Initiative = hidden.[/sblock]

Fog, natural this time, wreathes the periphery of the barrier forest. As they ermerge from the concealment of the hanging vapor, moonlight outlines three small bipedal horrors resembling nothing from this earth. They shamble in the deep snow, seeming to be inexorably drawn to the crackle and light of the large fire across the field. Their bodies are spherical, their legs dijointed things. On their eyes "heads" is an elongated tube-like structure dripping acid on the snow before them.

Amidst their trio is a "thing" looking the part of a human that has been melted in acid. Its features are all distorted and elongated. It drags its long arms like an ape while its jaw droops down to its waist.

The four of them struggle to move through the knee deep snow. Suddenly, the "humanoid-shaped-thing" is entangled severely by one of Otthor's snares. One of the little "spouters" gets caught up momentarily, but breaks free of the bulk of the twisted root trap.

Meanwhile, one of their numbers is taken heavily in the chest by a missile of force, streaking unerringly from its point of origin near the fire. It collapses and lies very still...




INITIATIVE

S1 (Humanoid Shaped Thing)
M (Spouter)
Otthor & Rawr, Lucky (Binks to play)




ROUND 1

Humanoid Shaped Thing

[sblock]No available ranged attack for distance to targets.

Restrained Saving Throw: 12. Success.[/sblock]

Spouters

[sblock]Slowed Spouter:

Move Action: Run speed + 2 and give up CA. 2 (slowed) + 2 = 4 sq/2 (DT) = 2 sq.

Move Action: Run speed + 2 and give up CA. 2 (slowed) + 2 = 4 sq/2 (DT) = 2 sq.

Spouter at bottom:

Move Action: Run speed + 2 and give up CA. 6 + 2 = 8 sq/2 (DT) = 4 sq.

Standard Action: Acidic Spew (R10) + 24 - 5 (Run) = + 19 vs Ref on Lucky . Rolled 18. Hits. 10 acid damage and OG 5 acid (save ends).[/sblock]

The creatures struggle to trudge through the unforgiving snow, some having more success than eithers. One of the Spouters erects the prehensile tube on its head and lobs a disgusting ball of acid. It splashes in the snow and sizzles against Lucky's spiritual "flesh".

Otthor

[sblock]Standard Action: Magic Missile. Minion 2 dead.

Move Action: Climb cottonwood tree 7/2 = 3 squares. 10 feet up. Cover + 2 defenses.[/sblock]

Rawr/Lucky

[sblock]Lucky takes 5 OG Acid

Move Action: Move to other side of large fire heavily obscuring line of sight. Total Concealment = enemy takes - 5 to hit.

Lucky Saving Throw vs 5 OG Acid: 11 = success.[/sblock]




ROUND 2

Humanoid Shaped Thing

[sblock]Move Action: Run 6 + 2 squares/2 (DT) = 4 sq. Gives up CA.

Move Action: Run 6 + 2 squares/2 (DT) = 4 sq.[/sblock]

Spouters

[sblock]Spouter 3

Move Action: Speed 6q/2 (DT) = 3 sq.

Standard Action: Acidic Spew (R10) + 24 - 5 (Total Concealment) = + 19 vs Ref on Lucky. Rolled 8. Misses.

Spouter 4

Move Action: Run speed + 2 and give up CA. 6 + 2 = 8 sq/2 (DT) = 4 sq.

Move Action: Run speed + 2 and give up CA. 6 + 2 = 8 sq/2 (DT) = 4 sq.

Spouter 5

Move Action: Run speed + 2 and give up CA. 6 + 2 = 8 sq/2 (DT) = 4 sq.

Move Action: Run speed + 2 and give up CA. 6 + 2 = 8 sq/2 (DT) = 4 sq.[/sblock]

Lucky and Rawr put the high fires and shrouding smoke between themselves and the ranged barrage of acidic blobs coming from the disgusting creatures.

Otthor cuts another of the abominations down with the perfect flight of a deadly missle. Yet still they come. And in more numbers. A few more of the small creatures appear out of the shrouding mists. Like the others, they work their way through the snow toward our heroes.

There are many more out there as the night sky is a torrent of chirps, moans, and the terrible clacking noise of rearranged joints moving unnatural bodies through the winter-scape...

BARRIER FOREST 2.jpg

Otthor

[sblock]Standard Action: Magic Missile. Minion 4 dead.

Free Action: Drop the 10 feet from the branches of the cottonwood tree to ground.

Move Action: Move adjacent to Rawr and Lucky.[/sblock]

Rawr/Lucky

[sblock]Ready Action: If bad guy comes in melee range: MBA. * Lucky MBA + 25 (+2 CA) vs S1. Rolled 7. Hits. 2d8 (5) + 10 = 15 damage on S1.

Move Action: Rawr moves around to flanking position with Lucky.[/sblock]

Humanoid Shaped Thing Opportunity Action

[sblock]OA on Rawr due to Threatening Reach 2 with elongated arms. Slam + 25 - 5 = + 20. Rolled 14. Misses.[/sblock]




ROUND 3

Humanoid Shaped Thing

[sblock]Move Action: Run 6 + 2 squares/2 (DT) = 4 sq. Gives up CA.

Standard Action: Charge adjacent to Lucky * and MBA (Slam) + 25 (+1 charge - 5 run) = + 21 on Lucky. Rolled 11. Misses.[/sblock]

Spouters

[sblock]Spouter 3

Move Action: Speed 6q/2 (DT) = 3 sq.

Standard Action: Acidic Spew (R10) + 24 - 5 (Total Concealment) = + 19 vs Ref on Otthor. Rolled 14. Misses.

Spouter 5

Move Action: Speed 6q/2 (DT) = 3 sq.

Standard Action: Acidic Spew (R10) + 24 - 5 (Total Concealment) = + 19 vs Ref on Otthor. Rolled 6. Misses.

Spouter 6

Move Action: Run speed + 2 and give up CA. 6 + 2 = 8 sq/2 (DT) = 4 sq.

Move Action: Run speed + 2 and give up CA. 6 + 2 = 8 sq/2 (DT) = 4 sq.

Spouter 7

Move Action: Run speed + 2 and give up CA. 6 + 2 = 8 sq/2 (DT) = 4 sq.

Move Action: Run speed + 2 and give up CA. 6 + 2 = 8 sq/2 (DT) = 4 sq.[/sblock]

As the "humanoid-shaped-thing" with the grotesquely elongated limbs churns through the snow toward Lucky, Otthor and Rawr move into position to engage in melee with the creature. Otthor neatly dodges a pair of acidic volleys as he fires off another life-ending Magic Missile. As Rawr flanks the stretchy abomination, he takes a backhand from the creatures elongated limbs, shrugging it off completely with a mighty rearing on his hind legs and roar!

Again, more of the abominations emerge from the silky mists. They seem to be endless!

Rawr/Lucky

[sblock]Standard Action: Rawr MBA + 25 (+2 CA) vs S1. Rolled 8. Hit. 2d12 (10) + 9 = 19 damage.[/sblock]

Otthor

[sblock]Move Action: Move 2 sq adjacent to S1, Rawr, and Lucky.[/sblock]

Humanoid Shaped Thing Opportunity Action

[sblock]Slam + 25 (- 5 run) vs Otthor. Rolled 11. 31 misses.[/sblock]

Otthor Cont

[sblock]Standard Action: MBA + 28 vs Ref on S1. Rolled 7. Hits. 2d8 (10) + 17 = 27 damage.

No Action: Unseen Hand Bladespell. 10 Force damage and FM 3 squares into Frozen River Hazard.[/sblock]

Frozen River Hazard Attack on S1

[sblock]OA: + 24 (+2 CA) vs Fort. Rolled 9. 35 hits. 3d10 (17) + 4 cold damage (21 damage) and the target falls prone, and it is restrained and unable to stand. Until the target escapes (see Countermeasures), it has no line of sight or line of effect to other creatures, and other creatures have no line of effect or line of sight to it. Each time the target ends its turn restrained in this way, it takes 10 cold damage.
Effect: The burst’s area becomes difficult terrain.

Countermeasures:

Avoid: Acrobatics or Nature DC 26 (part of a move action to move through the hazard's space). Success: The character can move through the hazard’s space without triggering the attack.

Escape: Athletics or Acrobatics DC 35 (standard action by restrained character). Success: The character escapes.

Rescue: Athletics DC 26 (standard action by a character who is not restrained). Success: The character enables a restrained character to escape.[/sblock]





ROUND 4

Humanoid Shaped Thing

[sblock]Standard Action: Escape Frozen River Hazard. Athletics + 18. Rolled 13. Fails.

10 cold damage.[/sblock]

Spouters

[sblock]Spouter 3

Standard Action: Acidic Spew (R10) + 24 vs Ref on Otthor. Rolled 14. Hits. 10 acid damage and 5 OG acid damage (SE).

Move Action: Speed 6q/2 (DT) = 3 sq.

Spouter 5

Standard Action: Acidic Spew (R10) + 24 vs Ref on Otthor. Rolled 10. 34 Misses.

Move Action: Speed 6q/2 (DT) = 3 sq.

Spouter 6

Standard Action: Acidic Spew (R10) + 24 vs Ref on Rawr. Rolled 11. Hits. 10 acid damage and 5 OG acid damage (SE).

Move Action: Speed 6q/2 (DT) = 3 sq.

Spouter 7

Standard Action: Acidic Spew (R10) + 24 vs Ref on Rawr. Rolled 18. Hits. 10 acid damage. Already suffering 5 OG acid damage (SE).

Move Action: Speed 6q/2 (DT) = 3 sq.

Spouter 8

Move Action: Run speed + 2 and give up CA. 6 + 2 = 8 sq/2 (DT) = 4 sq.

Move Action: Run speed + 2 and give up CA. 6 + 2 = 8 sq/2 (DT) = 4 sq.

Spouter 9

Move Action: Run speed + 2 and give up CA. 6 + 2 = 8 sq/2 (DT) = 4 sq.

Move Action: Run speed + 2 and give up CA. 6 + 2 = 8 sq/2 (DT) = 4 sq.[/sblock]

As he wades into melee with the elongated horror, Otthor's uncanny reactions and deft footwork spares him a potentially lethal blow from the humanoid "thing's" wiry appendage. A flurry of steel and a clenched fist flying wide later, the creature bleeds the snow and is sent flying from its feet courtesy of force magic. It slides onto the icy bank of the fast-moving river which summarily collapses beneath it. Its long arms desperately cling to the non-collapsed portion of the ice as its head and body disappears into the depths of the unforgiving current.

Meanwhile, more aberrant creatures converge on the battlefield, filling the night with more insane chattering, clicking, and maddening noises. Spouts lob acidic blobs into the midst of Rawr and Otthor, burning through snow, armor, fur, and flesh with equal indifference.

There is no end in sight to them...

Rawr/Lucky

[sblock]5 OG Acid damage to Rawr.

Move Action: Move 2 sq adjacent to M3.

Standard Action: Rawr MBA + 25 vs M3. Rolled 10. Hit. Dead.

Saving Throw vs 5 OG Acid: 4 fails.[/sblock]

Otthor

[sblock]Minor Action: Bladesong Encounter.

Move Action: Bladesong Step - Shift 6 sq adjacent to M5, M6, M7.

Standard Action: Feral Burst Encounter. MBA + 30 vs Ref on M5, M6, M7. Rolled 1, 7, 11. M6, M7 dead.

No Action: Unerring Bladespell with miss and 2 Bladespells with 2 hits. M7, M8, M9 dead.

Free Action: Breaching. Teleport 5 sq 10 feet up into nearby tree and Stealth + 21 (- 5 = + 16) with Partial Cover. Rolled 14. Beats Passive Perception of 26.

Saving Throw vs 5 OG Acid: 17 passes.[/sblock]




ROUND 5

Humanoid Shaped Thing

[sblock]Humanoid Shaped Thing 1

Standard Action: Escape Frozen River Hazard. Athletics + 18. Rolled 15. Fails.

10 cold damage.

Humanoid Shaped Thing 2

Move Action: Run speed + 2 and give up CA. 6 + 2 = 8 sq/2 (DT) = 4 sq.

Move Action: Run speed + 2 and give up CA. 6 + 2 = 8 sq/2 (DT) = 4 sq.[/sblock]

Spouters

[sblock]Spouter 10

Move Action: Run speed + 2 and give up CA. 6 + 2 = 8 sq/2 (DT) = 4 sq.

Move Action: Run speed + 2 and give up CA. 6 + 2 = 8 sq/2 (DT) = 4 sq.

Spouter 11

Move Action: Run speed + 2 and give up CA. 6 + 2 = 8 sq/2 (DT) = 4 sq.

Move Action: Run speed + 2 and give up CA. 6 + 2 = 8 sq/2 (DT) = 4 sq.[/sblock]

Their enemies beginning to enclose them like cornered lions, Otthor and Rawr come out fighting with like ferocity. The mighy bear tears across the few paces separating him from one of the small, spouting abominations and mauls it viciously until the snow is soaked in blood and its torn form stops moving.

Simultaneously, Otthor falls into the mystical trance of the bladesong as he cuts across the snowy battlefield as if walking on air. A whirlwind of steel and magic later and the remaining five enemies litter the winter-blanketed earth with their corpses. Teleportation magic takes him into the branches of a nearby cottonwood tree. He lies in wait like a stalking snow leopard as three new enemies emerge from the obscuring fog.

Otthor

[sblock]Free Action: Drop 10 ft to ground.

Move Action: Bladesong Step - Shift 3 sq adjacent to M10 and S2.

Standard Action: MBA + 30 vs Ref on S2. Rolled 20. 2d8 (16) + 27 + 4d8 (16) = 59 damage.

No Action: Lightning Ring Bladespell. 10 Lightning damage and 10 more if moves from sq.

Minor Action: Recover Bladesong Daily.

Action Point: Choir of Swords. MBA + 30 vs Ref on S2 and M10. 4 and 11. Both hit. M10 dead.

Free Action: Breaching. Teleport 5 sq back toward fire.

No Action: Unseen Hand Bladespell on S2. 10 Force damage and slides 3 squares back the way he came. Triggeres Lightning Ring. 10 more Lightning damage.

No Action: Any Bladespell on M11. Dead.

Free Action: Breaching. Teleport 5 sq back to other side of fire and adjacent to Lucky.[/sblock]

Rawr/Lucky

[sblock]5 OG Acid damage to Rawr

Move Action: Move 4 (3 + 1 DT) sq back to fire and adjacent to Lucky.

Standard Action: Lucky Heal + 12 (DC 15) Rawr to grant + 2 ST.

Saving Throw vs 5 OG Acid: 9 + 2 = 11 succeeds.[/sblock]




ROUND 6

Humanoid Shaped Thing

[sblock]Humanoid Shaped Thing 1

Standard Action: Escape Frozen River Hazard. Athletics + 18. Rolled 2. Fails.

10 cold damage.

Humanoid Shaped Thing 2

Move Action: Run speed + 2 and give up CA. 6 + 2 = 8 sq/2 (DT) = 4 sq.

Move Action: Run speed + 2 and give up CA. 6 + 2 = 8 sq/2 (DT) = 4 sq.[/sblock]

Spouters

[sblock]Spouter 12

Move Action: Run speed + 2 and give up CA. 6 + 2 = 8 sq/2 (DT) = 4 sq.

Move Action: Run speed + 2 and give up CA. 6 + 2 = 8 sq/2 (DT) = 4 sq.

Spouter 13

Move Action: Run speed + 2 and give up CA. 6 + 2 = 8 sq/2 (DT) = 4 sq.

Move Action: Run speed + 2 and give up CA. 6 + 2 = 8 sq/2 (DT) = 4 sq.

Spouter 14

Move Action: Run speed + 2 and give up CA. 6 + 2 = 8 sq/2 (DT) = 4 sq.

Move Action: Run speed + 2 and give up CA. 6 + 2 = 8 sq/2 (DT) = 4 sq.

Spouter 15

Move Action: Run speed + 2 and give up CA. 6 + 2 = 8 sq/2 (DT) = 4 sq.

Move Action: Run speed + 2 and give up CA. 6 + 2 = 8 sq/2 (DT) = 4 sq.[/sblock]

Otthor drops softly and silently onto the snow from his perch in the tree. A dervish of steel and magic, he explodes across the thick snow as a weightless air elemental might. His sword wets the ground with his enemies' blood. Lightning and Force magic bound across the battlefield, throwing enemies this way and that and wreathing them with elemental destruction. When the exchange is over, his teleportation magic has taken him back to his allies' rallying point behind the fire where Lucky licks Rawr's beafy flank upon his arrival, revitalizing his spirits.

Several more aberrant horrors arrive on the snow-drenched ground of the forest. All they can do is haplessly trudge through the thick snows toward the heroes. The first of the "humanoid shaped creatures" still clings to the failing ice but is showing no signs of being able to emerge from the torrents watery grip.
 

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Tecklenburg

Explorer
Here would be my next turn below:

[sblock]Move Action: 1 sq into adjacent cottonwood tree. 6 squares to climb 10 feet into it and to the edge of the branches over the river.

Standard Action: Magic Missile minion 12. Dead.

Free Action: Breaching. Teleport 5 squares across the river to the bank on the other side.[/sblock]

So, that is now twelve enemies down. One more in the drink and likely to drown or freeze to death. Another gravely wounded. Six rounds of combat. We need to hold them off, and survive, ten rounds of combat.

Instead of the final four rounds of combat, I'd like to propose something different. The map shows the river narrowing here to somewhere in the neighborhood of 20 feet, give or take. Lucky and Rawr leap the river and join me on the opposite side of the bank. Now that we've fully got their attention, we lead the remaining horde on a wild goose chase away from the trail of the fleeing refugees, loose them in the wild of the forest - allowing the refugees to escape, and then make our way to Giliad's Rest.

I know the scale of the map is basically just for combat so if you want a Group Check for us all to get across the river, I suppose I would roll an Arcana check for my Breaching teleport? If so:

[sblock]Arcana + 27. Rolled 10. 37. That would succeed at the hard DC all the way up to level 24.[/sblock]
 

Binks

Explorer
Not that she needed to, but Saerie instructed Rawr and Lucky to follow Otthor's orders. When he teleports to the other side of the river and beckons them to make the leap, they don't hesitate. Eight furry paws dig into the hard-packed snow in the campsite near the fire and, together, they bound toward the frozen edge of the river!

[sblock]Rawr Athletics + 20. Rolled 15. 35 passes the level 21 hard DC.

I don't have the foggiest idea what Lucky would roll for Athletics. If he uses mine then it would be + 24. His Strength is 15 so + 2. Half his level is 10. Anyway, I rolled a 10 for him.[/sblock]
 

Here would be my next turn below:

[sblock]Move Action: 1 sq into adjacent cottonwood tree. 6 squares to climb 10 feet into it and to the edge of the branches over the river.

Standard Action: Magic Missile minion 12. Dead.

Free Action: Breaching. Teleport 5 squares across the river to the bank on the other side.[/sblock]

So, that is now twelve enemies down. One more in the drink and likely to drown or freeze to death. Another gravely wounded. Six rounds of combat. We need to hold them off, and survive, ten rounds of combat.

Instead of the final four rounds of combat, I'd like to propose something different. The map shows the river narrowing here to somewhere in the neighborhood of 20 feet, give or take. Lucky and Rawr leap the river and join me on the opposite side of the bank. Now that we've fully got their attention, we lead the remaining horde on a wild goose chase away from the trail of the fleeing refugees, loose them in the wild of the forest - allowing the refugees to escape, and then make our way to Giliad's Rest.

I know the scale of the map is basically just for combat so if you want a Group Check for us all to get across the river, I suppose I would roll an Arcana check for my Breaching teleport? If so:

[sblock]Arcana + 27. Rolled 10. 37. That would succeed at the hard DC all the way up to level 24.[/sblock]

Not that she needed to, but Saerie instructed Rawr and Lucky to follow Otthor's orders. When he teleports to the other side of the river and beckons them to make the leap, they don't hesitate. Eight furry paws dig into the hard-packed snow in the campsite near the fire and, together, they bound toward the frozen edge of the river!

[sblock]Rawr Athletics + 20. Rolled 15. 35 passes the level 21 hard DC.

I don't have the foggiest idea what Lucky would roll for Athletics. If he uses mine then it would be + 24. His Strength is 15 so + 2. Half his level is 10. Anyway, I rolled a 10 for him.[/sblock]

Ok. Here is how we'll handle this:

Mechanics

[sblock]Level 21 C2 SC:

1) For your 6 rounds of (successful) combat (of the proposed 10), I'm going to give you 3 of the 6 successes.

2) If you get 5 successes, you'll have successfully tied them up long enough for Saerie's efforts to prevail in getting the refugees to GIliad's Rest. She succeeded in her check, so you guys will still get the success in the greater SC. However, she is going to have a complication with the horde of aberrations before she can get to Giliad's Rest.

3) If you get the 6th success, you guys are able to navigate the barrier forest and make it to Giliad's Rest yourselves. If you get 3 failures before that last success, you're going to be lost in the forest and in trouble.

4) Failures are likely going to result in immediate framing into an intimate melee skirmish with mutates.

5) You guys' Group Check here would be at the Hard DC. The map is abstracted for combat. The leap/teleport across would be significant. Well beyond the pinnacle of normal mortals. You're talking 40-50 foot long jump to the other side (world record @ 30 ft). You're successful.

4/6 Success 0/3 Failures 0/2 Secondary Skills 1/1 Hard DC[/sblock]




The river stretches some 40+ feet across from frozen bank to frozen bank. The center of it is bereft of all ice as the icy waters flow freely with the grade of the slope. A leap across would be the stuff of legends. Bards would immortalize it in ballad and scribes would pen the tale for distribution far and wide.

But there are neither bards nor scribes nor anyone else to behold it. After being cut down repeatedly, the horde of mutates still swells and finally begins to overwhelm the battlefield. Otthor scurries up a cottonwood, nimbly rushes out to the peripheral branches, leaps, and fires one last mortal dart of force. In midair, he rides the wave of battle and attempts to teleport across the massive distance. Controlling the flow of magical energy, he barely makes it across the half-frozen, half-rushing river.

Rawr and Lucky need no cue. They sprint and heavy themselves into the air. They hit the thin ice on the other side and almost fall through in a few desperate moments, but Otthor grabs them both and they collectively pull each other to safety.

The horde gathers on the other side. A few attempt to futilely make the leap, but they fall short and lessen their numbers for the failed effort. An artillery barrage of acid globs falls just short of the other bank and the mutates exhibit deranged signs of frustration with loud clicks and odd gesticulations. They cannot follow. They begin to follow the river, looking for a shallow or narrow area to cross.

For now, our heroes are safe...but surely not for long. Before them is the gently sloping barrier forest. Somewhere to the east lies the lowlands and Giliad's Rest at the base of these mountains. To the north are The Stonelands where grey rock formations jut harshly out of the forest floor. Meticulously carved statues or petrified creatures dot the landscape as basilisks and a non-aggressive, but certainly unwelcoming, tribe of Stone Giants lay claim to the region. To the south, the forest grows ever thicker...ever darker...interminably cold despite the seasons...like a living thing in the throes of a sullen mood. Whatever lies there has held its secrets for centuries. Not even Saerie has penetrated the hidden heart of that wood.




Where to hero?
 

Tecklenburg

Explorer
Ok. Here is how we'll handle this:

Mechanics

[sblock]Level 21 C2 SC:

1) For your 6 rounds of (successful) combat (of the proposed 10), I'm going to give you 3 of the 6 successes.

2) If you get 5 successes, you'll have successfully tied them up long enough for Saerie's efforts to prevail in getting the refugees to GIliad's Rest. She succeeded in her check, so you guys will still get the success in the greater SC. However, she is going to have a complication with the horde of aberrations before she can get to Giliad's Rest.

3) If you get the 6th success, you guys are able to navigate the barrier forest and make it to Giliad's Rest yourselves. If you get 3 failures before that last success, you're going to be lost in the forest and in trouble.

4) Failures are likely going to result in immediate framing into an intimate melee skirmish with mutates.

5) You guys' Group Check here would be at the Hard DC. The map is abstracted for combat. The leap/teleport across would be significant. Well beyond the pinnacle of normal mortals. You're talking 40-50 foot long jump to the other side (world record @ 30 ft). You're successful.

4/6 Success 0/3 Failures 0/2 Secondary Skills 1/1 Hard DC[/sblock]




The river stretches some 40+ feet across from frozen bank to frozen bank. The center of it is bereft of all ice as the icy waters flow freely with the grade of the slope. A leap across would be the stuff of legends. Bards would immortalize it in ballad and scribes would pen the tale for distribution far and wide.

But there are neither bards nor scribes nor anyone else to behold it. After being cut down repeatedly, the horde of mutates still swells and finally begins to overwhelm the battlefield. Otthor scurries up a cottonwood, nimbly rushes out to the peripheral branches, leaps, and fires one last mortal dart of force. In midair, he rides the wave of battle and attempts to teleport across the massive distance. Controlling the flow of magical energy, he barely makes it across the half-frozen, half-rushing river.

Rawr and Lucky need no cue. They sprint and heavy themselves into the air. They hit the thin ice on the other side and almost fall through in a few desperate moments, but Otthor grabs them both and they collectively pull each other to safety.

The horde gathers on the other side. A few attempt to futilely make the leap, but they fall short and lessen their numbers for the failed effort. An artillery barrage of acid globs falls just short of the other bank and the mutates exhibit deranged signs of frustration with loud clicks and odd gesticulations. They cannot follow. They begin to follow the river, looking for a shallow or narrow area to cross.

For now, our heroes are safe...but surely not for long. Before them is the gently sloping barrier forest. Somewhere to the east lies the lowlands and Giliad's Rest at the base of these mountains. To the north are The Stonelands where grey rock formations jut harshly out of the forest floor. Meticulously carved statues or petrified creatures dot the landscape as basilisks and a non-aggressive, but certainly unwelcoming, tribe of Stone Giants lay claim to the region. To the south, the forest grows ever thicker...ever darker...interminably cold despite the seasons...like a living thing in the throes of a sullen mood. Whatever lies there has held its secrets for centuries. Not even Saerie has penetrated the hidden heart of that wood.




Where to hero?

This is a tough one. It is very enticing to head for the Stone Lands. If I can lead them into a Basilisk ambush, petrification en masse may be just what the doctor ordered! Or the Stone Giants can rain boulders from the heavens down upon them.

What if the mists follow the mutates chasing us into the Stone Lands? Then I've basically sentenced the Stone Giants therein to a fate worse than death. But it would buy some time for Giliad's Rest to prepare for the siege and maybe begin an exodus if need be. Also, the Stone Giants surely lair high up in caves on stoney faces. They would be able to see it coming.

And who is to say that the mists aren't going here, there, to that mysterious forest, and everywhere else anyway?

We go north from the barrier forest, high-tailing it to the Stone Lands. In our dash to stay ahead of the horde chasing us, I'm looking for signs of a Basilisk lair. Perhaps there are shards of chewed stone scattered here and there where petrified prey have been consumed? Stoney scat? Half-eaten petrified statues? Giant lizard tracks?

[sblock]Secondary Skill Athletics + 18 b[2d20]. 7, 14. Either gives me the Easy DC.

Primary Skill Nature + 19 + 2 (SS) = 21. Rolled 6. 27 passes the Medium DC.[/sblock]
 

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