8 Successes (2 Hard DC Available)/0 Failures/0 Secondary Skills Available/3 Advantages Available)
8 Successes and you
plant the Scrolls of Xanthar onto Amna or Tarquin or somewhere prominent on their estate.
Still pending is
12 Successes and you
sever the Sect of Omthala’s religious accord with Tarquin and Amna. This is necessary to
fully resolve this conflict.
But first we go to The Arena and Gae'al.
Minor Quest: Seek out the older goliath Gae’al who fights in the gladiator rings to learn more about Pa'avu's (possibly mythical) goliath blood.
Nearby is The Sanctuary of Light, Omthala's cathedral and Ibhea's religious redoubt. We'll transition there afterward and resolve your C5 Skill Challenge above. Retain your present Training exhaust status for that C5 Skill Challenge, but refresh your encounter powers (Short Rest).
The contests here are neither choregraphed nor contained sparring. Whether you enter for mere training or for the ear or council of the great Gae'al, you do so with the understanding that the least you will leave behind is a smattering of your own blood. Those who enter these sacred grounds speak and understand only the language of brutality, and the price the victors pay is harboring the death on their conscience of valorous warriors who spent a life of beautiful violence, truly attending their art.
Gae'al looks down from the stone mezzanine overhanging The Congress of Savagery as the main arena is known. The pure-bred Goliath's grim, stone-faced (literally) nod and pull-of-chain to open the gates means "begin."
MECHANICS
Wave Encounter. 2 Encounter Waves. Once you defeat the first wave, you get a Short Rest before the 2nd wave. Once/if you defeat both waves, you may parley with Gae'al.
Here is Ibhea
Lucent Messenger Ibhea
Medium humanoid
Level 1 Lurker (Leader) Standard
HP 25; Bloodied 12 Initiative +6
AC 15, Fortitude 12, Reflex 14, Will 13 Perception+2 Speed 6
Traits
☼
The Reformation ✦ Aura 2
An ally that starts its turn in the aura can shift one square as a free action.
Standard Actions
(

)
Kukri ✦ At-Will
Attack: Melee 1 (one creature); +6 vs. AC
Hit: 2d6 + 2 damage.
➶
Divine Flash (Radiant) ✦ Recharge when no creature is affected by this power
Attack: Ranged 5 (one creature); +4 vs. Will
Hit: 2d6 + 2 radiant damage, and the target grants combat advantage (save ends). Until the target saves against this effect, Ibhea is invisible to every enemy but the target, and its kukri deals 1d6 extra damage to the target.
Miss: Ibhea has partial concealment until the end of its next turn.
ᗕ
Terrible Glow (Fear, Radiant) ✦ Encounter
Attack: Close burst 2 (enemies in the burst); +4 vs. Will
Hit: 1d8 + 2 radiant damage, and Ibhea pushes the target up to 2 squares.
Miss: Half damage, and Ibhea can push the target 1 square.
Acrobatics (Escape) + 2
ENEMIES, HAZARDS, TERRAIN, STUNTS, ETC
Tentacle Grates Swarm (Hazard) Level 1 Elite Obstacle XP 200
Tentacles reach hungrily through the grates, pulling prospective prey toward an unseen maw
Hazard: The tentacles come out of a 4 x 4 grate which is Difficult Terrain. They activate when something moves into their Reach 2 or space.
Initiative +4
Trigger
Tentacle Grates Swarm rolls initiative whenever a character comes within 2 squares of the grates. Henceforth, the Tentacle Grates Swarm makes an attack against any creature it can reach.
Traits
☼
Swarm Attack ✦
Aura 1
Any enemy that ends its turn in the aura takes 4 damage, and the swarm can slide it 1 square as a free action.
Attack
Standard Action Melee
Target: Two creatures within Reach
Special: 1 Action Point
Attack: +6 vs. Fort
Hit: 1d6 + 2 damage, and the target is grabbed (Escape DC 14)
Countermeasures
✦ Dungeoneering DC 12 (Move): An adjacent character to its Reach 2 can toss the Tentacle Grates Swarm food so it will not activate against them or their allies UtEoYNT or Sustain Minor.
✦ A character can attack the Tentacle Grates (AC 15, F 12/R 14/W 13; hp 40).
Resist half damage against melee and ranged attacks;
Vulnerable 5 against area and close attacks. +2 Saves. When reduced to 0 hit points, the Tentacle Grates dies, ending the hazard.
Tentacle Grates Swarm (Hazard) Level 1 Obstacle XP 100
Tentacles reach hungrily through the grates, pulling prospective prey toward an unseen maw
Hazard: The tentacles come out of a 2 x 2 grate which is Difficult Terrain. They activate when something moves into their Reach 1 or space.
Initiative +2
Trigger
Tentacle Grates Swarm rolls initiative whenever a character comes within 1 square of the grates. Henceforth, the Tentacle Grates Swarm makes an attack against any creature it can reach.
Traits
☼
Swarm Attack ✦
Aura 1
Any enemy that ends its turn in the aura takes 4 damage, and the swarm can slide it 1 square as a free action.
Attack
Standard Action Melee
Target: One creature within Reach
Attack: +4 vs. Fort
Hit: 1d6 + 2 damage, and the target is grabbed (Escape DC 14)
Countermeasures
✦ Dungeoneering DC 12 (Move): An adjacent character to its Reach 1 can toss the Tentacle Grates Swarm food so it will not activate against them or their allies UtEoYNT or Sustain Minor
✦ A character can attack the Tentacle Grates (AC 15, F 12/R 14/W 13; hp 20).
Resist half damage against melee and ranged attacks;
Vulnerable 5 against area and close attacks. When reduced to 0 hit points, the Tentacle Grates dies, ending the hazard.
* Purple Squares are
Poisonous Mire (Hindering Terrain). Effect: A square of poisonous mire is difficult terrain for creatures. They sink into the mire, muck clinging to flesh and clothing. In addition, any creature that starts its turn in a square of poisonous mire takes ongoing 5 poison damage and is slowed (save ends both).
* All squares of the vertical timber obstacles x 2 are Blocking Terrain. They can be
Stunted with via Athletics or Arcana
TERRAIN STUNT
Requirement: (Adjacent) Athletics or (R5) Arcana (Psionic Force or Teleportation) vs Med DC.
Target: CB3 (creatures in the blast) from one square of blocking terrain or CB1 (creatures in burst) from one square of blocking terrain.
Attack: +4 vs. Fort
Hit: 1d10 +3 damage.
Miss: Half damage.
Effect: The Blocking Terrain becomes Difficult Terrain
* All squares adjacent to the edge of the arena are
Spear Hedges (Hindering Terrain). Effect: A creature that ends its turn in a spike hedge square takes 5 damage is restrained until the start of its next turn.
* Grate and stairs (when the grate is up) on the left of the arena are
Challenging Terrain (Med DC Acrobatics or Athletics or Difficult Terrain).
* Guttersnipe x 3 = AC 14, Fortitude 13, Reflex 14, Will 13
* Mauler x 2 = AC 13, Fortitude 14, Reflex 11, Will 11
INITIATIVE
16 Pa'avu
13 Mauler
12 Guttersnipe/Tentacle Grate Swarm (Elite)
10 Ibhea
5 Chanvati
Tentacle Grate Swarm TBD
WAVE 1 ROUND 1
PA'AVU draws upon her previous experiences dueling in cage matches to identify her enemies for Chanvati and Ibhea.
She then takes the briefest of moments to narrow her eyes quellingly at the brute grappler in front of them before taking off running. Her blood-curdling howl lends strength to her swing of Velmech'ki, and the blade cuts deeply into the brute's flesh. [Pa'avu's triumphant yell causes them to cringe in pain, meaty hands over their ears.] The goliath makes a grim smile as she uses her trusty blade to herd the brute in the direction of the grates beyond them both, cutting into their flesh still more as she pushes them.
* Nature Check (No action): Guttersnipes: Roll 10 + 3 = 13; Maulers: Roll 5 + 3 = 8
Med DC for Guttersnipes but nothing for Maulers. However, the Maulers are Brute and grapplers (easy enough to see). Guttersnipes Monster Knowledge: Medium, Natural, Human, Artillery, Sling, Net CB2 (Encounter), Slippery (Encounter). No Resist or Vulns.
* Minor action: Hunter's Quarry on M2 (encounter, UtEoMNT)
* Move action: M21 to M15
* Standard action: Howling Strike as a charge: from M15 to O13; Roll 5 + 8 = 13 vs 13 AC = Hit; Damage: 10 + 1 + 4 + 3 (HQ) = 18; if bloodied: free action, at-will, trigger: your attack bloodies an enemy: Thunderborn Wrath: close burst one, each enemy in burst (M2): +3 thunder damage (now at 21) [above in brackets]
* Action Point for standard action: Pressing Strike: shift 2 sq (O13 to M13), then Roll 14 + 7 = 21 vs 13 AC Hit; Damage: 10 + 4 (now at 32 or 35); then push Mauler2 to N11
TRIGGER
Die Another Day ✦ Encounter
Trigger: The berserking mauler is reduced to 0 hit points, but not by a critical hit.
Effect (No Action): Roll a d20. On a 15 or higher, the berserking mauler is instead reduced to 1 hit point.
Roll: 5.
M2 Slain.
The remaining bare-chested, bare-handed BERSERKING MAULER launches itself into a rush toward Ibhea with wild abandon. It picks the acolyte up off the ground, squeezing with massive arms and shuffling toward the grate of writhing tentacles. Leveraging Ibhea against his hip, the Mauler appears to be readying the acolyte for a mighty toss.
* Move Action: E18 to J18
* Standard Action: Charge to N20 and MBA Bear Hug. (Roll) 11 +1 (Charge) +4 = 15 vs Ibhea Ref. Hit. (Roll) 1 +3 (4) damage and the berserking mauler grabs Ibhea (escape DC 12) and shifts 1 square (O20) with the grabbed target.
A pair of the GUTTERSNIPES take cover behind the barricade and launch a volley of slung rocks at Ibhea while he's in the midst of the crushing bear hug of the Mauler.
The third engages Pa'avu with an ensnaring net, getting the upper hand for the moment!
G1
* Move Action: D14 to G16
* Standard Action: Sling (Ranged 10) vs Ibhea. (Roll) 11 +2 (CA while Ally adjacent) +8 = 21 vs Ibhea AC. Hit. (Roll) 2 +6 (8) damage.
G2
* Move Action: F11 to K12
* Standard Action: Sling (Ranged 10) vs Ibhea. (Roll) 3 +2 (CA while Ally adjacent) +8 = 13 vs Ibhea AC. Miss.
Covering Move: If the guttersnipe is adjacent to blocking terrain and misses with a ranged attack, it can shift 2 squares as free action. Shifts to I11.
G3
* Move Action: J11 to K12
* Standard Action: Hooked Net - Encounter (CBL2; Creatures) vs Pa'avu. (Roll) 12+6 = 18 vs Pa'avu Ref. Hit. The target Slides 2 squares (K14) and is restrained (save ends). Pa'vu does not have Line of Sight to G2 due to Blocking Terrain. G1 and G3 have Cover (-2) against a Ranged Attack from Pa'avu.
IBHEA
The unshaven priest with the unsavory past reels as the great gorilla of a man heaves him off the sand floor of the arena and prepares to throw him into the waiting tentacles of whatever monstrosity lurks beneath the iron grate. He had been a small boy on the mean streets of the Lower City, and pulls a trick from his playbook against many an older, bigger bully.
He bites down fiercely on the berserker's forearm, eliciting a cry of pain and a momentary weakening of grip, just enough for Ibhea to slip from the man's arms into flanking position with his Merchant-Mystic ally in order to plunge his kukri into the mauler's flank.
* Move Action: Escape Roll 10 +2 =12 vs 11 Reflex = break Grab and Shift 1 square to O19.
* Standard Action: Kukri Roll 6 +6 +2 (CA) =14 vs 13 AC = Hit for (3,1) +2 = 6 damage.
Watching the priest of Omthala slip from the berserker's grasp, CHANVATI raises his crystal staff menacingly and shouts, encouragingly, "Again, Ibhea!" and the priest obliges, opening another wound.
Taking advantage of his ally's tactical aura, Chanvati steps back from the berserker, and blasts past the man's porous mental defenses to explode his brain in a surge of psionic energy. The mauler's eyes roll up into his head as he crumples to the ground.
"Shake it off, Ibhea! We need you lucid!" Chanvati commands, as the priest touches fingers to a rising forehead welt where the slingstone of the guttersnipe struck him. Ibhea shakes the fog from his senses.
Chanvati scuttles in a low crouch, closer to his goliath bodyguard.
* Standard: Commander's Strike on Ibhea = Kukri (MBA) on M1 Roll 12 +6 +2 (CA) =20 vs 13 AC = Hit for (6,4) +2 +4 (INT) = 16 damage.
* Free Action: Since I started my turn in Ibhea's aura, I shift 1 square to O22, just in case the Mauler has any nasty Melee Interrupts!
* Action Point: Mind Thrust on M1 = Roll 8 +6 =14 vs 11 Will = Hit for 8 +5 =13 psychic damage.
TRIGGER
Die Another Day ✦ Encounter
Trigger: The berserking mauler is reduced to 0 hit points, but not by a critical hit.
Effect (No Action): Roll a d20. On a 15 or higher, the berserking mauler is instead reduced to 1 hit point.
Roll: 5.
M1 Slain.
* Minor Action: Inspiring Word on Ibhea for Surge (6) +2 = Heal 8 HPs.
* Move Action: Move to L16, avoiding any threatened squares.
Ibhea now at 21/25 HPs.
WAVE 1 ROUND 2
As the guttersnipe’s net falls over her and snares her into place, PA’AVU takes a moment to sink into her l’pahb’gin to protectively harden her skin once again. Another moment allows her to ignite the symbols on her armor to send sonic damage in the direction of the third guttersnipe she sees in the corner of her eye. There will be no sneaking up on her gosb’tar this day!
Then, the goliath rallies whatever forces she has to shove over the wall she’s been snared against, hopefully flattening the two guttersnipes beyond, the ones she can no longer see. The wall collapses onto both with a satisfying thunder, but the effort prevents her breaking free of the entangling net.
* Minor: Stone’s Endurance (Encounter Power): Resist 5 All EoMNT
* Minor: Screaming Armor (Encounter Power) on G1: -2 all attacks EoMNT
* Standard: Terrain Stunt: Athletics check: Roll 12 + 10 = 22 vs. 12 Moderate DC; attack on G2: Roll 12 + 4 - 2 = 14 vs. 13 Fort., damage: 6 + 3 = 9; attack on G3: Roll 11 + 4 - 2 = 13 vs. 13 Fort., damage 10 + 3 = 13 (
G3 BLOODIED)
. BLOCKING TERRAIN GONE. 3 X 3 RED OUTLINE IS DT.
* Saving throw vs. Restrained: 3 = Fail
Reeling from the timber barricade being collapsed upon them by Pa'avu, the affected GUTTERSNIPES pull themselves out of the mess of wood and steel left behind and tactically retreat, their sling-vollies steering clear of the stone-skinned (and rather angry) berserker before them and focusing on the much more squishy Chanvati!
The third engages Ibhea with an ensnaring net with the acolyte fumbling backwards, entangled, as the swarm of tentacles from the large grate probes desperately for its next meal!
G1
* Move Action: G16 to M19
* Standard Action: Hooked Net - Encounter (CBL2; Creatures) vs Ibhea. (Roll) 15+6 -2 (Screaming Armor) = 19 vs Ibhea Ref. Hit. The target Slides 2 squares (Q19) and is restrained (save ends).
TRIGGER: Tentacle Grates Swarm rolls initiative whenever a character comes within 2 squares of the grates. Henceforth, the Tentacle Grates Swarm makes an attack against any creature it can reach.
Initiative +4 = 21. Tentacle Grates Swarm acts now on Initiative 12 with Guttersnipes.
TENTACLE GRATES SWARM (ELITE)
* Standard Action: Tentacle (Reach 2) vs Ibhea. (Roll) 2 +2 (CA) +6 vs. Fort = 10. Miss.
G2
* Move Action: (out of DT) I11 to I6
* Standard Action: Sling (Ranged 10) vs Chanvati. (Roll) 16 +8 = 24 vs Chanvati AC. Hit. Damage 6 + 6 = 12.
G3
* Move Action: (out of DT) K12 to L7
* Standard Action: Sling (Ranged 10) vs Chanvati. (Roll) 9+8 = 17 vs Chanvati AC. Hit. Damage 2 + 6 = 8.
The priest of Omthala, IBHEA, struggles against the constricting hooked net that wraps his form, entangled deeply with his golden tunic and scarlet cape. "Tricky," he thinks to himself, "as befitting a warrior raised on the streets."
"See now, another path, that offered by the Lady of Light by those who open their hearts to her dazzling brilliance," this time aloud. His body flashes with a light to rival the sun itself and he seems to disappear in a halo of shimmering radiance, visible only to his guttersnipe foe, who cringes and blinks from the flare.
Ibhea wriggles out from the net, tossing it calmly to the sandy floor.
* Standard Action: Divine Flash vs G1, Roll 11+4 -2 (restrained) = 13 vs 13 Will for (2,1)+2=5 radiant damage, and G1 grants CA (SE). Until G1 saves, Ibhea is invisible to every enemy (including Tentacle Swarm Hazard) except G1 and his Kukri does +1d6 extra damage to G1.
* Saving Throw = Roll 13 = Success, restrained removed.
Staggered by the dual missiles from the slings of the guttersnipes, CHANVATI nevertheless remains very much in this fight. He advances past the struggling Pa'avu to the border of the now fallen timber wall. Calling upon all of his psionic reserves and the magic power latent within his crystal staff, he scrambles space in a large swathe between the two retreating guttersnipes, an uncanny unfolding of impossible angles and locales, depositing one of his foes into the poisonous mire and crumpling the other into a fallen heap, unmoving in the black sand.
* Move Action: Move L16 to L10.
* Free Action: Activate Staff of the War Mage Daily Power to expand Dimensional Scramble to Area Burst 2.
* Free Action: Use Adept's Insight (Encounter Power) to buff attack vs G2. Roll 1 +1 =+2 buff.
* Standard Action: Dimensional Scramble centered on K7. Roll 9 +6 +2=17 vs 13 Fort G2 = Hit for (3)+5=8 damage and teleport to H7 (Poison Mire). Roll 9 +6=15 vs 13 Fort G3 for (6)+5=11 damage =
G3 Killed.
Chanvati 4/24 HP
WAVE 1 ROUND 3
Sorely fighting her growing frustration at her continued entanglement, PA'AVU takes a calming breath, removes one of her javelins from its sheath, and lets it fly at the guttersnipe standing deep in the mire. The javelin hits them square in the solar plexus, causing the creature to exhale sharply. As Pa'avu shreds the netting from herself, she watches with grim satisfaction as the guttersnipe begins to inhale the poisonous fumes rising up. Surely its final breath.
* Minor: draw javelin from sheath
* Standard: RBA (javelin) on G2: Roll 19 + 6 - 2 = 23; damage 1 + 4 = 5
* Save vs Restrained: 10 Success
With his last remaining ally succumbing to the poison of the mire, the GUTTERSNIPE is fixated on two things; a tactical retreat and ending the divine mark that Ibhea has ensorcelled him with. While the swarm of tentacles futiley gropes around, unable to detect Ibhea due to the radiant mark, the guttersnipe backs carefully behind the other poison mire, his sling stone clanging somewhere well wide of the mark.
His heart racing, he's able to cast off the radiant mark through some combination of fear and grit.
TENTACLE GRATES SWARM (ELITE)
* NA - Cannot "see"/detect Ibhea due to Divine Flash effect. No other targets in Reach 2
G1
* Move Action: M19 to G23
* Standard Action: Sling (Ranged 10) vs Ibhea. (Roll) 5 +8 = 13 vs Ibhea AC. Miss.
* End of Turn Saving Throw vs Divine Flash. 17 succceeds.
G2
* Beginning of Turn takes 5 Poison damage from Poison Mire.
G2 Killed.
Spitting to the side and wiping his mouth with a golden sleeve, IBHEA stalks deliberately away from the tentacles grasping from below and towards his retreating foe.
"Our Lady of Light, praise be her Glorious Fluorescence, offers you reprieve from your life of brutality, if only you heed her call! Now, heed, curse you!" he growls and flashes once again with the brilliance of his deity, disappearing in that baleful shimmer to all but his foe.
* Move Action: Q19 to L19
* Standard Action: Divine Flash vs G1, Roll 12 +4=16 vs 13 Will = Hit for (1,4)+2=7 radiant damage, and the target grants combat advantage (save ends). Until the target saves against this effect, Ibhea is invisible to every enemy but the target, and its kukri deals 1d6 extra damage to the target.
He can see that this combat nears its end, and so CHANVATI shifts across the black sands nearer their cornered foe. Lashing out once again with a psionic puissance that bends the very laws of space, he folds and then expands reality in on itself, transporting the guttersnipe into the poisonous mire.
* Move Action: L10 to J16
* Standard Action: Dimensional Scramble centered on G22. Roll 5 +6+2 (CA)=13 vs 13 Fort = G1 Hit for 11 HP damage and telported into mire G21.
G1 BLOODIED AND WILL TAKE 5 OG AT BEGINNING OF TURN. DEFEATED.
"You are defeated. But we offer you your life in return for a blood debt and," he pauses, glancing at the priest, "service to the Lady of Light." Chanvati turns to Pa'avu, and the goliath strides to the edge of the mire, looking down at the girl stolidly and reaching out her hand.
"I am called CHIRP" says the Guttersnipe as she accepts the hand out of the poisonous mire. "Though I am short on years, I have known blood debts before. I accept yours and shall honor it as I have those in the past...I have been on both sides..."
@darkbard and
@Nephis , we'll transition to Wave 2, but we'll use another page for that (this page is getting fast-bogged down).
First:
* Level Up. You’ll get 700 - 100 (Ibhea) xp /2 = 300 apiece.
* Take 70 Gold and choose 1 Magic Item (total, not each) of 4th level or less.
* Take a Short Rest and Milestone (we'll count the other conflict as "completed" at this time for our purposes here, given that you have C3 worth of SC done).
* Update the thread with your new character sheets.
* Pick squares for PCs to be in for the Wave 2.
* Here is CHIRP THE GUTTERSNIPE for the coming Wave 2:
Chirp the Guttersnipe
Medium natural humanoid, human
Level 1 Artillery XP 100
HP 24; Bloodied 12 6 Healing Surges Initiative +3
AC 14, Fortitude 13, Reflex 14, Will 13 Perception+6 Speed 6
Traits
Pack Tactics
The guttersnipe has combat advantage against any enemy that is adjacent to at least one of the guttersnipe's allies.
Covering Move
If the guttersnipe is adjacent to blocking terrain and misses with a ranged attack, it can shift 2 squares as free action.
Standard Actions
(⚔)
Gut Punch ✦ At-Will
Attack: Melee 1 (one creature); +6 vs. AC
Hit: 1d6 + 2 damage.
(➶)
Sling (weapon) ✦ At-Will
Attack: Ranged 10/20 (one creature); +8 vs. AC
Hit: 1d6 + 6 damage.
ᗕ
Hooked Net ✦ Encounter
Attack: Close blast 2 (creatures in the blast); +6 vs. Reflex
Hit: The target Slides 2 squares and is restrained (save ends).
Skills Acrobatics +9, Stealth +9