The Slave and Her Sovereign

Complexity 5 SC, Level 16 (DCs 16/22/31)
Goal: Locate The Henge of Time and face the perilous journey there in order to return to Itirilimish before its destruction to either retrieve (Ibhea) or destroy (Arunny) the Monocle of Flame.
3/12 Successes/0 Failures/3 Hard DC Available/4 Secondary Skills Available/5 Advantages Available




When the heroes step through shimmering silver portal that Arunny uncovered, Xin Mae's prior revelations are made material. If there was a sliver of doubt that the cold pervading the mortal world originated in the far-flung realm they have now entered, it has been removed by the extreme bite of the deep freeze that suddenly embraces them...and it will not pass. (1)

Massive snow-drenched pines see their needles neatly weighed down by ice like tendrils.

The land rises up abruptly before them, white like bone. Where stone protrudes its wintry sheathe, it is ragged and chipped.

Eternal twilight settles on this land and a moon, out of sight somewhere beyond the obscuring mount before them, clothes the dark silhouettes of everything not pitch dark in a shimmering blue-silver. Only Arunny can see much immediately following the transit.

And see she does.

Just above them, perhaps 10 meters distant, a gown & armor-clad Eladrin female glowers at them astride a massive, white Runebear. She points her enchanted twinblade slowly and deliberately as she and Arunny make eye contact (2). No words are spoken. Though only she is seen, the soft sound of bowstrings being drawn are registered over the wind's moan.





(1) MEDIUM DC either Group Endurance check or some other kind of move to abate the sudden, supernatural freeze that seems to seep into the very heart and soul of each member of this fellowship. Failure = each participant takes 1/8 HP cold (resistance applies) damage (half a surge) that they'll carry forward into the first combat they encounter.

(2) MEDIUM DC. Clearly the eladrin will accept no other "first contact" than that of Arunny. What does she do? If this goes south, we're escalating to combat (which you can drawn down with a nested SC if you wish).
 

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The sensation as the group passes through the shimmering portal into this brave new world is confusing to Arunny's fellow travelers. At first they are chilled absolutely to the bone, frost beginning to appear on their clothes and skin. Then--almost immediately--the frost transforms itself into a skin like protective stone, shielding them all from the properties of the climate of this realm. Stunned, they all look at Arunny as one, questions in their eyes, even in Ibhea's incredulous ones. The Piercing Eye of Maba gives a small smile and gestures to the Moonlight in which they all stand.

"Clearly Her Dark Majesty approves of our quest: She has sent us this gift of protection to further us along the path. The Stone of the Moon Maiden reflects and resonates against the Stone of ..." She thinks for a moment, trying to remember a word, "of K’mniich’, to use Pa'avu's name for the Elder Spirit. This is Her Blessing and possibly His, as well. Only time will tell."

Then Arunny turns to follow the narrow path before her, the others following close behind, even Xin Mae momentarily bereft of words, perhaps fortuitously.




Eternal twilight settles on this land and a moon, out of sight somewhere beyond the obscuring mount before them, clothes the dark silhouettes of everything not pitch dark in a shimmering blue-silver. Only Arunny can see much immediately following the transit.

And see she does.

Just above them, perhaps 10 meters distant, a gown & armor-clad Eladrin female glowers at them astride a massive, white Runebear. She points her enchanted twinblade slowly and deliberately as she and Arunny make eye contact (2). No words are spoken. Though only she is seen, the soft sound of bowstrings being drawn are registered over the wind's moan.

The two fey women regard each other for a moment, without speaking, without movement. With other senses--smell, hearing, the touch of the wind whispering stories against her skin--ARUNNY is bombarded with so much information:

  • The scent of the runebear is familiar and strange, teasing memories that may come to her later in dreams.
  • The sound of the drawn bowstrings resonate with ancestral memories of battle.
  • The wind whispers of connection, of sisterhood, of Moonlight.

The Seer's eyes widen as she takes in the whole figure of the Eladrin before her. The Moonlight reflects brightly against the Solitaire she wears, even as that stone sings to the one adorning Arunny's neck. As her hand reaches up to her father's gift, fingers wrapping around it protectively, the young Priestess cries out a word that she did not know before hearing it in the murmurs of the wind: "Nüvehr!"

As Omthala's Searing Voice hears this word spoken aloud, a moment of insight flashes across her consciousness. This unknown word, this strange understanding to address a fellow elven "sister in Maba" as "Nüvehr"--the weight of all this understanding explodes into a revelation that Maba is older, more powerful, than she previously understood, and that full understanding of the meaning of all this is to recognize the ancient history of Maba within this Fey Realm.




1. We are using Maba's interest in Arunny as an Advantage in a Group Primary Skill Endurance check to lower the DC from Moderate to Easy:
  • Arunny: +16 = Autosuccess vs. 16 Easy DC
  • Qamra: +15 = Autosuccess vs. 16 Easy DC
  • Ibhea: r12+7=19 vs 16 Easy DC/Success
  • Xin Mae: r18+6=24 vs 16 Easy DC/Success
4 out of 4 Successes = 1 Success in the SC

2. Arunny makes a Secondary Skill Perception check to see the Maba-blessed Solitaire worn by the Eladrin (+19 = Autosuccess vs 16 Easy DC) for a +2 bonus to her Primary Skill Diplomacy check where she uses an Elven word that specifically refers to a fellow female follower of Maba, a fellow "sister in Maba": r18+8+2 SS = 28 vs 22 Moderate DC, for another Success in the SC.
 
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Complexity 5 SC, Level 16 (DCs 16/22/31)
Goal: Locate The Henge of Time and face the perilous journey there in order to return to Itirilimish before its destruction to either retrieve (Ibhea) or destroy (Arunny) the Monocle of Flame.
5/12 Successes/0 Failures/3 Hard DC Available/3 Secondary Skills Available/4 Advantages Available




Though she does not grant you her name, at least not yet, she gestures to the hidden archers to stay their hands and gestures you to follow her up the mountains treacherous passes. <Elven> "Come. I know what it is you seek. It is as ever with mortals. Perhaps The Moon Maiden will see you succeed where others have fallen."

She guides you for an indecipherable amount of time, eventually spilling you out onto a moonbeam-dappled landing facing the far west. "You have sight beyond sight. Open your visions."

Arunny sees beyond mortal kin with her divine-sight and the words of the Eladrin pervade her mind:

<A vast forest as far as the eye can see bisected by a broken, charred land of war machines, blood-letting, and fortifications. In the far southwest, the eternally dark, twisted forest there holds the ancient, haunted city of Cendriane; home to our people too long ago to remember...home no more...but...there, you will find archmagics beyond mortal mind...including what you seek.

Between you will find the broken lands Mag Tureah, the military stronghold of the mightiest among them; the tyrant Thrumbolg. You will find nothing but death there. If you are drawn into the bowels of his earthen domain, you will never return>

Snapping back out of the vision, she speaks relatively tersely, but in common:

"I can have my rangers escort you as far as the borderlands with Mag Tureah...but no further...even the borderlands are not safe as their scouts and worse denizens are always aprowl. (1)

Alternatively, I can take you to The Pale Prince and you can attempt parley with him. He is...not...forgiving. But if you can offer him something worth his while, he may see to it that you are transported on the doorstep of the fallen city. (2)





(1) entails a High DC Perception check (you can take +2 untyped bonus for the Eladrin scouts) to traverse the frozen forest borderlands east of Mag Tureah. After that, it's a journey the rest of the way to Cendriane.

(2) entails an extremely difficult (Level +6; level 19) nested SC (Comp 1 w/ DCs 17, 24); A parley with an Epic Tier antagonist with high stakes for instant passage to Cendriane (and 1 x Success vs the Hard DC) in return for something of value.

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Through the thin, cold air, they all walk and walk through the ancient forest--seeming without end--ARUNNY's attention occasionally caught by strange discrepancies here and there. An immense elder pine seems to shimmer and a much younger, smaller sapling reveals itself for a moment before returning to its original state. The light--dark within such thick branches, heavy with snow--brightens, daylight falling through the thinner, younger branches more easily, revealing bright hardy flowers along the floor of the forest that surely would not be able to grow in such darkness ... or such a season!--then back to the twilight of the older trees, the winter of the present. Glancing around, she realizes that she is the only one experiencing such lapses in time ... or the only one who notices.

Finally, their guides signal for a moment of rest and refreshment for the lowly humans. Ibhea falls heavily onto a rock and--removing some of his foodstuffs--exhaustedly tears pieces of bread to eat with cheese and consults his Book, ignoring Xin Mae as the scholar expounds some of his more illustrative stories of the Fey to his young listener, the (perhaps) long-suffering or (possibly) engrossed Qamra. Arunny smiles fondly as she looks upon the three, travelling together again at long last.

Not feeling tired, she steps forward to join their guides in the path ahead where they gaze out beyond an overpass. Without many words, one of them points out several points of geographic interest, and the Seer is astonished in what her vision reveals to her, another moment of time-slippage. She sees ahead of them--not only the broken, charred lands that her Nüvehr showed her earlier--but what is clearly the same landscape earlier in time, before it was broken, before being savaged by war machines. A lush landscape of fields of wildflowers, shrubs, and other greenery--immediately shifting back into the barren landscape upon which they gaze.

"Do you see as I do?" she asks the guide in elven as he continues to point out possible dangers in the land below, a path the four will be taking alone, without these formidable rangers.

He looks down at her quizzically, tilting his head. While it is possible that he shares her double sight, Arunny has the impression that he does not and has no idea what she is talking about. She points downward--as a wave of shifting landscape changes before her eyes once more: "do you see the flowers?"

His eyes widen in alarm as he slowly shakes his head. He turns to look at the broken landscape again, then swiftly back at her, eyes narrowed.

"No" is his curt answer. Then, "it has been thus for more than a hundred hundred years."

Arunny gives him a nod, looks back at the time-slipping landscape, then turns to return to her companions, pondering this.




Ibhea shudders and wraps his yellow pūstīn closely around his throat. The Moon Goddess may have provided protection from the piercing cold of this alien realm, but that is cold comfort (ha!) to the lingering … discomfort … of the chill.

Xin Mae notices the Messenger’s unease, but chooses minimal commentary.


“You do not take araq today, whisky priest? Surely, warming spirits would do you good…”

Ibhea merely glowers and shakes his head.

Xin Mae sighs. “Mag Tureah! Thrumbolg! Who would ever have thought a most humble scrivener such as myself might travel to such mythological places? Defy or confront epic tyrants? I have read Thrumbolg is a king of the fomorians, twisted fey giants who live largely beneath the earth in this alien plane.” He seems giddy for a moment in incredulity. But then the reality of the situation hits him.

“Do you think we will die here? I don’t have my affairs set in order! Negligent of me, very negligent! The fomorians, it is written, practice evil charms and convert their fallen enemies into thralls through these magics. I cannot lose my agency! I will not! I may be a humble servant, but I have my limits in servitude! Do not let the giant fey take me, Ibhea. If it comes to it, end my life first if you can…” he allows the words to trail off and is, unusually, silent for a long while.



We are choosing option 1, to pursue the path to and through Mag Tureah.

We are using an Advantage to refresh Skill Training in Perception. And Arunny is using Foresight (the Divine Oracle feature) to roll her Perception check twice, and we will use the +2 untyped bonus from the Eladrin Rangers:

* Arunny makes a Primary Skill Perception check (trained) to see the path both now and before through the forest, and thus traverse the frozen forest: r15,14+19+2 (Eladrin Rangers) = 36 vs 31 Hard DC/Success

* Xin Mae is making a Monster Knowledge Arcana check (outside of the framework of the Skill Challenge) here to establish (or not) some claims about the nature of fomorians, should that become necessary, r10 +10 = 20.
 
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XIN-MAE'S FOMORIAN LORE: Here is some general information about Feywild Fomorians and some specific information about the dangerous and the well-known of Mag Tureah's caste and denizens:

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Complexity 5 SC, Level 16 (DCs 16/22/31)
Goal: Locate The Henge of Time and face the perilous journey there in order to return to Itirilimish before its destruction to either retrieve (Ibhea) or destroy (Arunny) the Monocle of Flame.
6/12 Successes/0 Failures/2 Hard DC Available/3 Secondary Skills Available/3 Advantages Available




"Wellllllllllllllllllllllll...hello there...you're a pretty one."

The Winter Fey rangers who worked with Arunny to see the fellowship safely through the borderlands have long-left the heroes to their jaunt through the blasted desolation that is surface Mag Tureah. Very little sound has been heard in the last many hours beyond feet crunching upon scree and the stray step and curse of Xin Mae when his foot finds the periphery of a sucking bog obscured by the creeping pools of fog that permeate this wretched place like a supernatural malaise.

After a cocked head or two, a half-scowl, and some solid inventorying of the situation, no one said anything aloud to Ibhea...of that he is sure.

"Here," it says again, only this time pulling his head on the axis of his neck against his will.

He sees a dark hole in the ground. Almost indiscernible vapor flits out of it like the consternating fog that is giving Xin Mae fits.

"Come visit me." His vision oddly zooms in to see just the hole. Only the hole. Nothing else exists. "Witness my wonders...and...partake..."

The pull is incredibly powerful.





What does Ibhea do? HARD DC. Success and the thing is drawn out. Failure and he's drawn in...
 

"Regression through restraint. Regression through restraint." The mantra is reflexive, self-preservatory, and fills IBHEA's mind as surely as a hex or warding magic might. And it is not without visible effect. Tongues of potent black flame lick about Ibhea's form, a shield against assault, mundane or magical.

And yet ... there is something in those soporific vapors, their promise of release, of ease, of love and beauty and joy that calls to him, in the way only a whisky priest might be tempted. How many weeks has it been since he's indulged in araq? What pleasure is there to be found in these vapors and their source, what dalliance, what gratification?

But, no! Delban wishes him to grow his strength, bide his time, hold back his energy for the encounters to come. And Omthala, Radiant, Dazzling Omthala! Even before Ibhea's discovery of the ancient texts, of the Rekindled Possibility of Flame, Omthala shone through the darkness. She was an anchor for his many trials, a salvation from the depraved impulses, the many weak and sordid compromises made by those around him.

"Radiant Lady, Mother of Light and Shadowed Son, both, shield me this day from both Whatever Entity Beckons Without ... and from my own weakness within. Reveal to me through Your Shining Light this temptation ... and see me through...." His prayer trails off in something like a whimper. Desperate. Pleading.




Ibhea is wagering the Advantage (for 2 Successes on a Hit) of his resolve in a newly-embraced sobriety as a bulwark against the temptation to yield; he makes a Secondary Skill Arcana check (+15 = autosuccess vs 16 Easy DC) in invoking Delban's protection for a +2 bonus to his Primary Skill Religion check in invoking Omthala's intercession, r7 +19 +2 SS = 28 vs 31 DC. Failure.
 

Complexity 5 SC, Level 16 (DCs 16/22/31)
Goal: Locate The Henge of Time and face the perilous journey there in order to return to Itirilimish before its destruction to either retrieve (Ibhea) or destroy (Arunny) the Monocle of Flame.
6/12 Successes/1 Failures/2 Hard DC Available/2 Secondary Skills Available/2 Advantages Available


* Ibhea automatic exposure to:

Bewitching Madness
Stage 0: The target recovers from the disease.
Stage 1: While affected by stage 1, the target takes a -1 penalty to initiative checks, skill checks, and Will defense. The target gains a +1 bonus to the attack rolls of powers that have the psychic keyword.
Stage 2: While affected by stage 2, the target loses one healing surge that cannot be regained until the target recovers from the disease. The target takes a -4 penalty to Perception checks and Insight checks and the target's attacks deal 1d6 extra psychic damage.
Stage 3: While affected by stage 3, the target the target descends into madness and becomes the thrall of the Fomorian Witch (dominated if in combat). If the Fomorian Witch that bewitched the target is slain, the target seeks out another master.
Check: At the end of each extended rest, the target makes an Endurance check if it is at stage 1 or 2.
13 or lower: The stage of the disease increases by one.
14-19: No Change
20 or higher: The stage of the disease decreases by one.

TRIGGERS SAVING THROW r(20). SUCCEEDS. IBHEA FULLY IS NOT AFFLICTED AND REGAINS HIS FACULTIES AFTER VAULTING INTO THE HOLE AND SLIDING DOWN INTO THE FOMORIAN WITCH'S DEN.

Per Manbearcat:
Nice!

That settles that. Given that you aren't bewitched, this is going to go to a straight combat with Ibhea possibly solo against the Fomorian Witch encounter for a round until his allies can rally.

So we'll need a Group Move Perception vs Medium (throttled back to Easy as it will be 3 of them) to determine if they find the hole and slidey tube that leads down to the Witch's lair. Success and they enter the scene right behind him and are in it for rd 1. Failure and they find it a hair late and enter in rd 2.

Unless, of course, Ibhea wants to engage in some kind of conflict to Uno Reversey the Fomorian Witch situation in some way with some kind of specified goal for a Skill Challenge.

Per darkbard:
I think with Ibhea irresolute and despondent--and the failed roll--it makes sense for him to be yoinked down without an attempt at Reverse Mojo-ing the magic. Arunny autopasses the Easy Perception roll, and Nephis just rolled 20 +7 and 14 +8 for Xin Mae and Qamra, respectively, so all those results would have passed even the Moderate DCs.

* Arunny et al have their wits about them and immediately vault into the hole after their briefly afflicted companion, sliding down into the Fomorian Witch's Lair.

FOMORIAN WITCH: "A whole company of pretties! Do stay..."




* ILLUMINATION: Torchlight and Fenlight galore. Fully illuminated.

* GROUND AND WITCH'S "WORKBENCH": The stone ground rests 15 feet above the poisonmire (hindering terrain; 1d10 fall damage and prone on forced movement into). The stone workbench rises some 5 feet off the ground and gives a medium or large creature Cover.

* OBELISKS: The 4 x obelisks jut out of the poisonmire, standing some 15 feet tall. However, two of the obelisks are quite "alive!"

* LIDDED EYE OBELISKS x 2 (O) Level 13 Elite Blaster XP 1600

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* POISONMIRE (emerald green squares, hindering terrain): Effect: A square of poisonmire 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 poisonmire takes ongoing 10 poison damage and is slowed (save ends both).

* CRAG OUT OF MIRE: 15 ft (3 sq). DC 15 to Climb out of Mire (prereq: must be adjacent to crag)

* Fomorian Witch (W) (Large fey humanoid, giant, controller, elite): HP 262, AC 27, Fortitude 24, Reflex 22, Will 25, Init +11

* Hill Giant Thrall (T) (Large natural humanoid, earth, giant, enchanted): HP 159, AC 25, Fortitude 26, Reflex 24, Will 23, Init +7

* Deathcap Strangler (M) x 2 (Medium shadow beast, blind, plant, soldier, minion): 1 HP, AC 29, Fortitude 27, Reflex 24, Will 25, Init +7

* Place Heroes in any square of row 1.

INITIATIVE

Arunny (A): r11+16=27
Fomorian Witch (W): 25
Hill Giant Thrall (T): 23
Xin Mae (X): r14+6=20
Qamra (Q): r9+9=18
Ibhea (I): r7+7=14
Lidded Eye Obelisks (O): 13
Deathcap Strangler (M): 13





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ROUND 1




* (No Action) Monster Knowledge (Nature) check vs Hill Giant Thrall, r8+11=19. Fails to meet Moderate DC 20. TRIGGERS ARUNNY'S CAST FORTUNE ROLL OF 14 (BUMPED TO 15). r15+11 = 26. Passes Moderate DC but fails High DC.

Hill Giant Thrall
Large natural humanoid (earth, giant, enchanted, thrall)
Level 13 Brute XP 800
HP 159; Bloodied 79 Initiative +7
AC 25, Fortitude 26, Reflex 24, Will 23 Perception+6
Speed 8

Standard Actions
(⚔) Mash Puny Thing ✦ At-Will
Attack: Melee 2 (one creature); +18 vs. AC
Hit: 3d8 + 12 damage, or 3d10 + 15 damage against a prone target.

Brutal Fling ✦ Recharge ⚃ ⚄ ⚅
Attack: Melee 2 (one creature); +16 vs. Fort
Hit: 3d8 + 12 damage, slides the target 2 sq and knocks it prone.


ENCHANTED THRALL STUNT
Standard Action - Close Burst 10 or M1 (Heal)
Requirement: Hill Giant Thrall is Bloodied.
Target: Bloodied Hill Giant Thrall.
Check: Arcana, Heal, or Intimidate with a Power that has the Arcane, Divine, Primal keyword vs Witch's Will 25.
Effect: Enchantment is broken so Hill Giant is no longer Witch's Thrall and becomes an ally until end of encounter.

--------------------------------

* Ibhea's Monster Knowledge (Arcana) check vs Fomorian Witch, r14+15=29. Meets the Hard DC.

Fomorian Witch
Large fey humanoid (giant)
Level 13 Elite Controller XP 1600
Initiative +11 Senses Perception +8; truesight 6
HP 262; Bloodied 131
AC 27; Fortitude 24, Reflex 22, Will 25
Saving Throws +2 Speed 8 Resist Poison 5
Action Points 1

Traits
Aren't You Pretty (psychic) ✦ Aura 2
Enemies within the aura that aren't dominated by the witch take a -2 penalty to attack rolls, skill checks, and ability checks

Standard Actions
(⚔) Hurl Away (force) ✦ At-Will
Attack: Melee 2 (one creature); +16 vs Reflex;
Hit: 3d10 +5 force damage, and the witch pushes the target 3 squares.

Baleful Eye (psychic) ✦ At-Will
Attack: Ranged 10 (one creature); +16 vs Fortitude;
Hit: 2d8+6 psychic damage, and the target gains a random transformation from the list below.
1—Boarish: The target starts to resemble a boar. On each of its turns, the target must charge an enemy or take 1d10 +3 psychic damage at the end of its turn (save ends).
2—Batfaced: The target's features become batlike, with winglike arms and short legs. It takes a -2 penalty to attack rolls and is slowed (save ends both).
3—Squirrely: The target takes on furry rodent features and becomes skittish. On each of its turns, it must spend its move action to get in the acid or take 1d10 + 3 psychic damage at the end of its turn (save ends).
4—Bear-Pawed: The target's features become bearlike and clumsy. It takes a -2 penalty to all defenses, ability checks, and cannot shift (save ends both).
5—Buzzard-Beaked: The target starts to resemble a bald bird of prey. On each of its turns, the target must attack (in order) a bloodied, prone, sleeping, dominated, or helpless ally or take 1d10 + 3 psychic damage (save ends).
6—Pack-Wolfish: The target's features become wolflike. The target is dominated (save ends)..

Minor Actions (1/round)
Evil Eye (poison, psychic) ✦ At-Will
Attack: Ranged 10 (one creature); +16 vs Will;
Hit: The target takes a -2 penalty to Fortitude and ongoing 10 poison damage (save ends).

Athletics +10

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* Ibhea's Monster Knowledge (Arcana) check vs Deathcar Strangler, r12+15=27. Meets the Moderate DC, fails High DC.

Deathcap Strangler
Medium shadow beast (blind, plant)
Level 13 Minion Soldier XP 200
HP 1; a missed attack never damages a minion. Initiative +7
AC 29, Fortitude 27, Reflex 24 Will 25 Perception+6
Speed 1, climb 1 Blindsight 20
Immune blinded, gaze, illusion, necrotic, poison

Traits
Spore Shroud (necrotic) ✦ Aura 1
Any enemy that willingly leaves the aura takes 5 necrotic damage.

Standard Actions
(⚔) Grasping Tendril (necrotic) ✦ At-Will
Attack: Melee 5 (one creature); +16 vs. Reflex
Hit: 10 necrotic damage, and the deathcap pulls the target into a square adjacent to it.




As the group rushes down the "rabbit hole" after Ibhea, ARUNNY experiences a moment of deja vu, and her consciousness flashes to a dream, a vision, a portent of this very giant before them, skin soft like the smell of snow, so unusual for its type. Only the giant is kind and gentle, a simple smile upon its lips. Yes, whether it came from Omthala or Maba is unclear, but the message is not: this behemoth is friend, not foe!

"Comrades," she cries out, "the giant is in the witch's thrall! We must not slay him but break the witch's enchantment over him!"

ARUNNY closes her eyes momentarily and listens to the wind singing around the obelisks. Nodding her understanding to what she hears, Omthala's Searing Voice calls the Name of the Mother and flings Her radiant power at their closer opponents. The tendrils of the Goddess set fire to the tendrils of the fungal beasts, easily igniting both quickly and completely. The thralled giant winces and turns his face as the divine tendril aimed at him burns deeply into his cheek, leaving a line of searing smoke.

Keeping her eye on the giant, Arunny carefully moves toward the cowering, murmuring scrivener, repeating her warning not to kill the thrall, only wound. Then the priestess intones a sacred tonal word, and both the whiskey priest and young knight are pulled toward her new position.

Peering through the sound of the wind, the Seer sees their fortuitous future: she sings her own song of gratitude and blessing and watches as her voice flows over and through her companions.


* Standard: Hand of Radiance (R10, 3 targets): ATK vs. Reflex: Thrall: r8+16=24 vs 24 Reflex/Hit; M (E7): r16+16=32 vs 24 Reflex/Hit; M (N8): r16+16=32 vs 24 Reflex/Hit; Damage: r4+8=12 Damage to Thrall, BOTH MINIONS DESTROYED.

* Move: 5 sq to E2

* Minor (Enc.): Divine Call (R10, 2 allies): Ibhea pulled 3 sq to J2, Qamra pulled 2 sq to F1

* Free: AP for Standard (Daily): Good Omens (R10, you & each ally): Effect: Each target gains a +5 power bonus to all d20 rolls UEoANT, but cannot score a Crit while this power is in effect.

LOCATION: A: E2, I: J2, & Q: F1
DAMAGE: 12 Damage to Thrall; M (E7) & (N8) DESTROYED
CONDITIONS TO ENEMIES: na
CURRENT HP: 80/80
CURRENT DE/BUFFS: Good Omens
SURGES: 11/11
DAILIES EXPENDED: Good Omens




"Awwwwww," the FOMORIAN WITCH sarcastically laments; "you want to take away all of my play-things."

Turning her attention from Arunny back to her primary prey, Ibhea, she sets her singular, massive, disturbing eye; "I think not...but you shall join them, pretty little warlock...think of the fun we will have..."

A discharge of poison, a baleful bolt of transforming magic later and Ibhea's struggles against a corona of poison and a distinct alteration; bat-like features!

"That's better!"



* Minor: Evil Eye (R10, poison, psychic) vs I's Will: r(13) +16 = 29. Hit. I takes a -2 penalty to Fortitude and ongoing 10 poison damage (save ends).

* Standard: Baleful Eye (psychic) vs I's Fort: r(2) +16 = 18. Miss.

* Free Action (AP for Standard): Baleful Eye (psychic) vs I's Fort: r(8) +16 = 24. Hit. Result r(2); Bat-faced. r(3, 7) +6 = 16 psychic damage, and I gains a random transformation from the list below. Batfaced: The target's features become batlike, with winglike arms and short legs. It takes a -2 penalty to attack rolls and is slowed (save ends both).

LOCATION: J13
DAMAGE: 16 psychic damage to I
CONDITIONS TO ENEMIES: I takes -2 penalty to Fort and OG poison (SE). I gains Batfaced: The target's features become batlike, with winglike arms and short legs. It takes a -2 penalty to attack rolls and is slowed (save ends both).
CURRENT HP: 262/262
CURRENT DE/BUFFS: AP exhausted, cover ("workbench").




The HILL GIANT VRUK's head lolls as words escape its mouth as it engages in conversation with a partner only in his head.

"Mash? Why mash puny thing? Puny thing no threat to Vruk? Why mash?"

The witch whispers into his mind. "I've talked to you about this before Vruk, my dear. Yours is not to wonder why. Yours is to MASH PUNY THING, DAMNIT"

Vruk wrinkles his nose and shrugs his behemoth shoulders; "ok."

He charges Ibhea who pulls out every trick he learned in his fights as a youth on the streets of Bantouk to prevent himself from being squooshed!



* Standard: Charge to J4 and MBA Mash Puny Thing (M2) vs I's AC: r(7) +18 +1 (charge) = 26. Hit. r(2, 1, 6) +12 = 21 damage. TRIGGERS XIN MAE Look Out! (Encounter); Immediate Interrupt; Ranged 10; Trigger: An ally within 10 squares of you is hit by an enemy's attack. Target: The triggering ally.

Effect: The target can make a basic attack against the attacking enemy as a free action, dealing 1d8 extra damage on a hit. I makes MBA (Eldritch Strike) ATK vs T, r7 +19 -2 Evil Eye, +5 Good Omens = 29 vs 25 AC. Hit. r2 +8 +r4 = 14 damage & Slides T 1 sq to K5
.

As the hulking humanoid charges IBHEA with ill intent, XIN MAE calls out, plaintively, "Duck, Messenger! Duck and get out of there! This is a foe too fearsome even for the Black Flames of Delban!" Though Ibhea, bat-faced and clumsy now, is hard pressed by the giant's assault, the scrivener's words provide enough of a distraction for him to launch a counterattack, throwing his shoulder into the behemoth's groin, eliciting a grunt and causing the giant to stumble back. Urchin street tactics for the win!

Standard Actions
(⚔) Mash Puny Thing ✦ At-Will
Attack: Melee 2 (one creature); +18 vs. AC
Hit: 3d8 + 12 damage, or 3d10 + 15 damage against a prone target.

LOCATION: J4
DAMAGE: 21 psychic damage to I. 14 damage incoming to T.
CONDITIONS TO ENEMIES: na
CURRENT HP: 134/159
CURRENT DE/BUFFS: Thrall/enchanted, slid 1 sq to K5.




"Oh, gods dear and damned!" XIN MAE curses under his breath. Not a good start, no, not at all. Ibhea has sprouted leathery flaps from elbow to knee and, despite driving back the giant momentarily, is eminently exposed by himself out on the flank.

"Qamra!" he shrieks, "Silly girl, do something! Set a screen to shield the priest's escape!" Must he always do all the thinking? In response, the uncanny warrior of Omthala hurls her scimitar at the giant, the pommel striking it full in the belly with a brilliant flash before returning to her hand.

"Good! Well done, lass." She gives him a wry look.

Then the scrivener steps forward but behind Arunny's shining form, one hand on her shoulder. "Ibhea," he calls out, "remember your breathing! Deep breaths in through the nose then out the mouth. The peace and calm will help your body recalibrate!" He watches as the warlock struggles to enact the healing regimen through fanged mouth and snout. Better than nothing?


* Standard: Smite Our Foe! on Q; R5; Target: One ally; Effect: The target makes a basic attack as a free action against an enemy of your choice that you can see and is within 10 squares of you. Q Sword Flip R10 vs T, r9+18 +5 Good Omens = 32 vs 25 AC. Hit. r4,1,4+10=19 radiant damage and sword returns to Q.

* Move: 1 sq to E1.

* Minor: Learning Begets Rejuvenation on I, I spends Surge and regains 22 HP.

LOCATION: E1, T in K5
DAMAGE: 19 radiant damage to T
CONDITIONS TO ENEMIES: na
CURRENT HP: 82/82
CURRENT DE/BUFFS: Good Omens
SURGES: 7/7
DAILIES EXPENDED: na




Her scimitar held two-handed, blade back beside her head, QAMRA considers her options. Charge the ensorcelled giant? What if she should kill him by mistake? Launch herself across the battlefield to confront the witch alone? Foolish. And probably doomed. No, she will hope to keep the giant distracted and bludgeoned enough to prevent an attack. And so she flips her blade through the air once again, this time redounding the scimitar pommel-first off the giant's thick skull. That elicits a childish giggle from her as she catches the blade one-handed.

"Qamra, get back! I have a plan! To the others!" Ibhea calls out, and, despite the snuffling and squeaking nature of his voice, she knows he is deadly serious. So she murmurs a quick prayer under her breath, "Goddesses Two, silver and gold, protect your servant so that she may withstand the blows of enemies in place of her allies," and sidles backwards, scimitar at the ready.


* Standard: Sword FLip R10 vs T, r6+18 +5 Good Omens = 29 vs 25 AC. Hit. r6,6,5+10=27 radiant damage.

* Minor: Virtue Encounter (Personal) ✦ Divine; Effect: You spend a healing surge but regain no hit points. You instead gain temporary hit points equal to your healing surge value. +25 THP.

* Move: 2 sq to D1.

LOCATION: D1
DAMAGE: 27 radiant damage to T
CONDITIONS TO ENEMIES: na
CURRENT HP: 103/103 +25 THP
CURRENT DE/BUFFS: Good Omens
SURGES: 11/12
DAILIES EXPENDED: na




Have a plan! I had a plan! Delban's Messenger waddles forward on his foreshortened legs, his winged arms flapping uselessly at his sides in exasperation. At the edge of the stone embankment looking down at the poisonmire, IBHEA sighs at the distance between him and the obelisks. Too far! But!

He reaches down to his belt. Retrieves the skull attached thereto and holds it up to his gaze. "Gan, my friend, you shall be my hands." Then he hurls the skull atop the far obelisk where it strikes, not by smashing to smithereens but in a detonation of dark energies. A skeletal warrior perches atop the obelisk now where there was none before.

"Gan, my friend, the hinges of the lid! Close the hinges of the lid!" Ibhea orders.

The skeletal warrior, broad in frame even without flesh and muscles, looks down at the eye. Cocks its head. Then gives the eyeball a reassuring stroke.

"No!" shouts the warlock. "It is not a friend! Close the hinges, Gan. Close them." This time, the skeletal warrior obliges, deactivating the deadly trap.

Relieved by the removal of the threat, Ibhea shakes off the witch's transformation magic.

"Ibhea, the giant!" calls out Xin Mae. "Attack him now, while he's on the ropes." And though it is against his nature to charge a creature ten times his mass, the warlock obliges, rushing forward to smite the thrall a mighty blow on the chin with the pommel of his dagger, bloody spittle spraying everywhere.

Vruk blinks his eyes several times in bewilderment. No, as if bewilderment departs his previously-clouded mind.


* Starts turn: Takes 10 OG Poison, Slowed, -2 ATK, -2 Fort

* Move: 2 sq to H2

* Minor: Activate Girdle of Skulls; Encounter; Requirement: The girdle must have at least one charge. Effect: Expend a charge. You summon a skeletal warrior in an unoccupied space within 5 squares of you. The skeletal warrior is an ally to you but not to your allies, and it lacks actions of its own. Instead, you spend actions to command it mentally, choosing from the actions in its description. You must have line of effect to the skeletal warrior to command it. You and it share knowledge but not senses. When the skeletal warrior makes a check, you make the roll using your game statistics, not including any temporary bonuses or penalties. The skeletal warrior lasts until it drops to 0 hit points, at which point you lose a healing surge (or hit points equal to your surge value if you have no surges left). Otherwise, it lasts until you dismiss it as a minor action or until the end of the encounter. Skeletal Warrior atop Obelisk in C7.

* Standard: Thievery check Countermeasure to deactivate obelisk, r2+12=14 vs 20 DC. Fails.

* Free Action for AP: Thievery check Countermeasure to deactivate obelisk, r18+12=30 vs 20 DC. Succeeds. C7 OBELISK DEACTIVATED.

* Ends turn: Save vs -2 Fort 10 OG poison r11. Succeeds. Save vs Bat-faced, r6. Fails. TRIGGERS Heroic Effort: +4 = 10. Succeeds. Ends turn without attacking TRIGGERS X IR, Mind Our Enemies Now R10 Trigger: An ally within 10 squares of you ends his or her turn without having made an attack. Target: The triggering ally. Effect: The target can either make a basic attack or charge an enemy as a free action, even if the target is dominated or stunned. If the attack hits, it deals 1d10 extra damage. I Charges T (via I2, J3), Eldritch Strike r14+19+1 Charge +5 Good Omens =38 vs 25 AC. Hit. r4+8+r7=19 damage. T BLOODIED.

LOCATION: J3, SW on C7
DAMAGE: 19 to T, BLOODIED
CONDITIONS TO ENEMIES: O C7 deactivated
CURRENT HP: 60/85
CURRENT DE/BUFFS: Good Omens UEoANT
SURGES: 6/7
DAILIES EXPENDED: 1 charge Girdle




The remaining LIDDED-EYE OBELISK activates with the will of the Fomorian Witch! Such a lovely puddle of pretties to putrefy...I mean purify!

With the power of their deities or sheer logic, the trio attempt to shunt the terrible psychic assault from their mind as best they can...ironically Xin Mae emerges the least worse for wear. He quips to his nearby allies.

"I do believe I blinded it with science!"


* Standard Action: Lidded-Eye Obelisk (ABu3 w/in 10, psychic, Bewitching Madness) on sq F2 vs A's, X's, Q's Fort: r(17, 1, 19) +16 = Hit A and Q, miss X. A and Q take 10 psychic damage, are slowed and grant CA (save ends both). X takes 5 psychic damage and grants CA UEoONT. First failed saving throw: Target falls unconscious (SE). Second failed saving throw: Target contracts Bewitching Madness. TRIGGERS A’s Divine Deliverance (Daily, Divine); Immediate Interrupt, Personal; Trigger: You are hit by a charm or a psychic attack. Effect: You gain resist 10 psychic (L11) until the end of your next turn. Also, you gain a +2 bonus to saving throws against charm and psychic effects until the end of your next turn. A takes 10 -10 = 0 psychic damage.

LOCATION: P8
DAMAGE: 10 psychic damage Q, 5 psychic damage to X.
CONDITIONS TO ENEMIES: A and Q are slowed and grant CA (save ends both). X takes 5 psychic damage and grants CA UEoONT.
CURRENT HP: 60/60




C7 Obelisk DEACTIVATED
T 68/159 Bloodied so vulnerable to Enchanted Thrall Stunt
W 262/262

1721817881301.png


ROUND 2




The clarity given to her by the helm of Moonlight protecting her inner self guides her next movements. ARUNNY knows that she must get to their soon-to-be ally. Vruk. Yes, that is the name the Moonlight wrote in her mind. She needs to get there. Quickly. Somehow.

So, she somehow finds her inner strength -- possibly also protected by that Moonlit helm she is temporarily wearing, thank Maba. First, her boots shift her forward, almost without her own effort (if not for the sweat pouring from her brow). Gritting her teeth hard enough to release the scent of cilantro into the air she breathes, Maba's Piercing Eye pulls her feet (one at a time) off the stone floor and through the molasses-like web with intense determination. When she pauses -- exhausted by her efforts, there is a sudden shove at her back, metaphysically speaking. Falling forward, she stumbles two more steps, following the illumination only she can see.

There. She has made it to him. Arunny pulls her hand up and away from her body and through the molasses, finally laying her palm against Vruk's tree-like thigh. Closing her eyes, Omthala's Searing Voice speaks, "O Radiant One, free this gentle soul from his enslavement, release him from the Witch's thrall!" The priestess's hand becomes as hot as a brand of the Sun, healing the giant through the heat of the Mother's power.

The giant's eyes clear, and Vruk looks down at Arunny.

"Our meeting was foretold," the Seer says to him. "I have seen you in my dreams."

Vruk smiles a wide and toothy grin.


* Starts turn: Slowed and grants CA

* Minor: Boots of the Fencing Master Encounter Power; Shift 2 sq to G2. A gains a +1 item bonus to AC and Reflex defense UEoANT.

* Move: 2 sq to I2

* Move (extra Move action granted by Prophetic Action): 2 sq to K3

* Standard: Enchanted Thrall Stunt, Heal Skill check, r5+16+5 (Good Omens) =26 vs 25 Will. Succeeds. Enchantment on T broken. TRIGGERS HILL GIANT THRALL BECOMES ALLY TO HEROES UTEOE.

* Ends turn: Save vs Slowed and grants CA, r6+2 (Divine Deliverance) +5 (Good Omens) = 13. Succeeds. No longer Slowed or granting CA. Divine Deliverance & Good Omens expire.

LOCATION: K3
DAMAGE: na
CONDITIONS TO ENEMIES: Enchantment on T broken. TRIGGERS HILL GIANT THRALL BECOMES ALLY TO HEROES UTEOE.
CURRENT HP: 80/80
CURRENT DE/BUFFS: +1 item bonus to AC and Reflex defense UEoANT.
SURGES: 11/11
DAILIES EXPENDED: Good Omens, Divine Deliverance.




All sardonic pretense leaves the countenance and voice of the now fuming FOMORIAN WITCH.

Staring at Ibhea, "YOU DID THIS. I INVITED YOU INTO MY HOME. YOU WERE SUPPOSED TO MIND YOUR MANNERS AND BE MY PET. NOW LOOK WHAT YOU'VE DONE...YOU'VE BROKEN...EVERYTHING!"

Another discharge of poison from her eye, but this time, Ibhea's magical protections deflect the ray.

"MRAH" comes a primitive yell from the monster as another baleful bolt of transforming magic affects Ibhea's form; now that of a clumsy bear.



* Minor: Evil Eye (R10, poison, psychic) vs I's Will: r(6) +16 = 22. Miss.

* Standard: Baleful Eye (psychic) vs I's Fort: r(16) +16 = 32. Hit. Result r(4); Bear-pawed. r(2, 5) +6 = 13 psychic damage, and I gains a random transformation from the list below. Bear-pawed: I's features become bearlike and clumsy. It takes a -2 penalty to all defenses, ability checks, and cannot shift (save ends both).

LOCATION: J13
DAMAGE: 13 psychic damage to I
CONDITIONS TO ENEMIES: I's features become bearlike and clumsy. It takes a -2 penalty to all defenses, ability checks, and cannot shift (save ends both).
CURRENT HP: 262/262
CURRENT DE/BUFFS: AP exhausted, cover ("workbench").




The HILL GIANT VRUK's looks down sweetly at Arunny.

"Friend."

He then turns menacingly toward the Fomorian Witch.

"You not Vruk-friend."

Vruk lumbers forward and around the Witch's revolting "workbench" to give her a violent two-handed shove to the ground.

"Heh...heh...heheheh" Vruk belly laughs. "You ground-friend! Ha!"



* Move: 8 sq (circling to avoid OA) to L13.

* Standard: Brutal Fling (M2) vs W's Fort: r(19) +16 = 35. Hit. r(6, 4, 4) +12 = 26 damage, slides W 2 sq to H13 (possible loss of cover pending origin sq of attack) and knocks it prone.

Brutal Fling ✦ Recharge ⚃ ⚄ ⚅
Attack: Melee 2 (one creature); +16 vs. Fort
Hit: 3d8 + 12 damage, slides the target 2 sq and knocks it prone.

LOCATION: L13
DAMAGE: 26 damage to W.
CONDITIONS TO ENEMIES: Slides W 2 sq to H13 (possible loss of cover pending origin sq of attack) and knocks it prone.
CURRENT HP: 68/159
CURRENT DE/BUFFS: Heroes' ally UEoE.




Seeing his companions prevailing over the Witch--indeed, turning her very assets against her--XIN MAE steps forward, emboldened.

"Witch! You, yes, Giant of Mag Tureah! Stub your toe during your fall? Dying of a blister on your toe? You are no more threat than ... than ... a club-footed boy throwing rocks at a swan! Ha!" The scrivener seems quite pleased with himself. And then the Witch shuffles forward, crab-like, towards him, and he blanches.

"Ibhea," he continues in a quavering pitch, "you seem a tad ursine. Surely that means your form is governed by potent hepatic humors, humors that fill you with energy and verve! You feel it, no? A certain metabolic charge? Show the witch she is no match for your power, your potency!"

As if on cue, the warlock opens his mouth and emits a rather uncanny roar.


* Starts turn: Grants CA UEoONT.

* Move: 1 sq to E2.

* Standard: Hurled Invective R10 vs W, r18+17 -2 (prone) =33 vs 25 Will. Hit. r3+4=7 damage and Slides W 2 sq to F11.

* Minor: Learning Begets Rejuvenation R5 on I; I spends Surge, regains 22 HP.

LOCATION: E2, W in F11
DAMAGE: 7 damage to W
CONDITIONS TO ENEMIES: na
CURRENT HP: 77/82
CURRENT DE/BUFFS: Grants CA UEoONT; Learning Begets Rejuvenation, Look Out, Mind Our Enemies Now, all expended
SURGES: 7/7
DAILIES EXPENDED: na




The young warrior carefully measures the distance between herself and the Giant Witch attacking them. QAMRA lets her blade fly across the space separating them, easily catching it as it returns.

Then Omthala's Radiant Shamshar -- despite wanting desperately to follow her mentor's footsteps -- grimly holds herself ready in place for whatever happens next..

...but then her eyelids get very heavy...so very heavy...an overwhelming malaise...then...darkness.


* Starts turn Slowed and granting CA (SE)

* Standard: Sword Flip (R10): ATK vs. Witch: r9+18=27 vs 27 AC/Hit; Damage: r2,1,2+10=15 Damage to Witch

* Save vs Slowed & CA: r4, Fails. Qamra falls Unconscious (SE), replacing CA and slowed. Prone, Helpless, -5 all defenses, can't take actions.

LOCATION: D1
DAMAGE: 15 damage to W
CONDITIONS TO ENEMIES: na
CURRENT HP: 103/103 +15 THP
CURRENT DE/BUFFS: Unconscious (SE); Prone, Helpless, -5 all defenses, can't take actions.
SURGES: 11/12
DAILIES EXPENDED: na




Fueled by ursine aggression, IBHEA charges in the witch's direction on all fours, then stands tall on his rear legs and roars, "May the black flames of Delban sear your soul from this realm!" in syllables passable for human speech. Tentacles lash out from a sphere of darkness, a mixture of frost, flames, and energies both necrotic and psychic, to harry the witch, crippling her ability to stand fast in combat.

The energies continue to roil around the witch's form. But her will is strong, and Ibhea cannot wrest his true form into being.

"Ibhea," Gan's bones call plaintively, "do not leave me here, Ibhea. Let me help destroy your enemies." Delban's Messenger resolutely ignores this plea.


* Starts turn: Bear-pawed, -2 defenses, ability checks, & cannot shift (SE)

* Move: 6 sq to L9, activates Shadow Walk

* Minor: Warlock's Curse on W

* Standard: Devouring Dark ABu 1 w/in 10 on E10; ATK vs W, r7+17=24 vs 22 Reflex. Hit. r7,9,3 +9 cold, fire (Path of the Scarred), and necrotic damage + r1, 6 Warlock's Curse +r1 psychic Mindbite Scorn = 36 cold, fire, necrotic, and psychic damage to W. Effect: The burst creates a zone that lasts until the end of your next turn. Creatures grant combat advantage while in the zone. (purple square)

* Free: Arcane Prodigy; Effect: You gain a +2 bonus to your next damage roll. The bonus increases to +3 at 11th level and +4 at 21st level.

* Ends turn: Save vs Bear-pawed, r8. Fails.

LOCATION: L9
DAMAGE: 39 cold, fire, necrotic, and psychic to W
CONDITIONS TO ENEMIES: W within DD CA Zone (purple square)
CURRENT HP: 69/85
CURRENT DE/BUFFS:+2 defenses SW, -2 defenses, skill checks & cannot shift (SE)
SURGES: 6/7
DAILIES EXPENDED: 1 charge Girdle




The remaining LIDDED-EYE OBELISK activates with the will of the Fomorian Witch attacking the pair of priests.

Though she is reeling, when the obelisk's attacks deliver their malaise-inducing haze, the witch laughs maniacally from her prone position on the precipice of the poisonmire.


* Standard Action: Lidded-Eye Obelisk (ABu3 w/in 10, psychic, Bewitching Madness) on sq K6 vs I's, A's Fort: r(9, 14) +16 = 25, 30. Hit I and A. I and A take 10 psychic damage, are slowed and grant CA (save ends both). First failed saving throw: Target falls unconscious (SE). Second failed saving throw: Target contracts Bewitching Madness. TRIGGERS IMMEDIATE INTERRUPT: Maba's Mark of the Dark Moon Daily Power (Teleportation): You take damage; Effect: You teleport 3 Sq (N6 atop obelisk).

Cringing, ARUNNY feels the worms of malevolent psychic energy pushing their way into her skull. She presses her the palms of her hands to her head, pleading for Divine intervention.

Then, blackness. Blankness. For about a heartbeat of time.

Opening her eyes, Maba's Piercing Eye finds herself atop one of the sleeping obelisk, staring into the baleful eye that just attacked her and Ibhea. She glares back.


LOCATION: P8 (A in N6 atop obelisk)
DAMAGE: 10 psychic damage I and A.
CONDITIONS TO ENEMIES: I and A are slowed and grant CA (save ends both).
CURRENT HP: 60/60




C7 Obelisk DEACTIVATED
T 68/159 Ally to heroes UEoE
W 175/262 Lost cover, prone, in Devouring Dark zone

1722085224759.png


ROUND 3




Still glaring, ARUNNY leaps over to the Eye and clings to it like one of those Yagimeh'jian tree toads her mother used to tell stories of.

The Seer desperately attempts to break the mechanism of the object, but her fingers cannot gain traction on the slippery thing, at least not enough to tear it apart.

The Priestess shakes her head, and the pain clears somewhat, the invisible webs falling away once again.

She narrows her eyes to see her way again.


* Starts turn Slowed & granting CA (SE)

* Move: Jump 2 sq to P8: r14+8=22 = clear 2 sq, landing 1 beyond.

* Standard: Athletics check to disarm Eye: r3+8=11. Fail!!

* Save vs Slowed & granting CA: r12. Success.

LOCATION: P8
DAMAGE: na
CONDITIONS TO ENEMIES: na
CURRENT HP: 70/80
CURRENT DE/BUFFS: No longer Slowed/granting CA
SURGES: 11/11
DAILIES EXPENDED: Good Omens, Divine Deliverance.




The FOMORIAN WITCH's demeanor changes spastically moment to moment. She hoists herself up on an arm from a sitting position and flails wildly at Vruk. Vruk laughs at the spectacle as the burly Hill Giant dodges her pathetic attempts; "heheheh."

As her Evil-Eye begins to glow and ensorcel another hero, Vruk stands menacingly ready to throttle her into next week...

"WAIT!" A blood-curdling scream followed by a pathetic whimper escapes her curled lips.

"Please, please...I beg of you...let an old woman be. I meant no harm...I just wanted some company...truly..."


* Move: Stand from Prone.

* Standard: Hurl Away (M2, Force) vs Vruk's Ref: r(5) +16 = 21. Miss.




Ok, this is basically done. Missing that Hurl Away and Vruk having a r(16) OA that is about to hit for 27 vs her minor action Ranged Attack (putting her near Bloodied) is game/set/match. COMBAT OVER.

I think at this point she pathetically whimpers a submission and begs for her life like a good villain. So when next we meet, we'll resolve some surrender conditions.
 
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The Fomorian Witch, twice IBHEA’s height at a minimum, throws herself down upon the rocky promontory once again as Vruk prepares to wallop her with his beefy fists.

“No, Vrucky, pleeeeeaase! Bagna and Vruck were friends! We had such fun squishing pretty things together….” The Witch looks from the giant to the heroes, her hands clenched beseechingly before her. Vruk stands looking confusedly between his former master and his new friends.

With a clanging of armor, Arunny leaps across the expanse of the poisonmire to land beside Qamra and rouse her from her magical slumber.

“Ibhea…” Gan’s bones call from across the murk, and the skeletal warrior disintegrates into a fine powder as the skull once again manifests to adorn the warlock’s belt.

Ibhea crosses the distance of the bridge in a moment, his dagger held out before him threateningly at eye-level to the kneeling Witch, flames wreathing his form.

“Bagna you call yourself? Bagna, we are merciful and kind. We are strangers to this land, strangers who bring the message of salvation, even for the wicked and the cruel. Will you renounce your ways? Instead embrace the black flames of Delban, the Shadowed Sun who burns away the world’s ills in fiery conflagration? Will you serve as His Herald here, learning the faith and spreading it among your kind? If so, then we will treat you with mercy.”

After pulling Qamra to her feet with one extended hand, Arunny closes to the parley.

“Ibhea, it is right and proper that our captive renounce her wickedness.” Her countenance grows dark as she considers what they just witnessed in Ibhea’s subjugation of the fallen Gan. “That she show the Holy Triune proper honor and worship. But let us not fail to stress how Maba, the Moon Maiden, Mistress of the Night Sky has long been honored among the fey and other denizens of this realm. Surely Bagna is better suited to rekindling the ancient faith in this way.” Arunny fingers the worn piece of fabric at her cloak’s collar, a remnant of the quilt she once made her father, for luck.

Xin Mae looks from Ibhea to Arunny to Bagna. “Oh, my!” [in his best George Takei]





Post-combat bookkeeping:

Ibhea rolls a 19 on his first Save vs Lidded-Eye Obelisk. Success.

Qamra rolls a 14 vs her second Save vs Lidded-Eye Obelisk. Success. Avoids contracting Bewitching Madness.

The heroes (?) take a Short Rest. Arunny spends 1 Surge (now 10/11) and is at full HP; Ibhea spends 1 Surge (now 5/7) and is at full HP; Qamra loses her temporary HP, is at full HP and 11/12 Surges; Xin Mae remains at 7/7 Surges and is at 77/82 HP.

In our back and forth about how we saw the scene resolving and what the terms of surrender might be, we hit upon competing desiderata for Ibhea and Arunny. Ibhea demands the Fomorian Witch, Bagna, convert to Delban's faith and serve as His Herald in the Feywild; Arunny is concerned with the changes in Ibhea (his subjugation of Gan, his fanaticism and perversion of Delban’s “true” message) and so wishes to undermine this demand, recognizing Maba, with her fey nature and characteristics, as a more fitting godhead in this place.

From several possibilities in how to resolve this, we have chosen to make it a contest between Ibhea (Intimidate) and Arunny (Religion), with the winner getting what he or she wants and a +2 morale bonus forward to the next roll and the loser suffering a -2 morale penalty forward to the next roll.

Ibhea Intimidate r13+14=27 vs Arunny Religion r15+7+r4 Lucky Charm (Daily, No Action)=26. Ibhea wins the contested roll (just!). Ibhea +2 forward, Arunny -2 forward.

Per @Manbearcat :

Regardless of the above, in your vignette follow-up, please note the following:

XP

1600 x 3 + 800 + 200 x 2 = 6000/4 = 1500 xp apiece. PCs now at 43,950/47,000 for L14.

LOOT


Take +2 to your next Monster Knowledge Checks against Mag Tureah forces as the Witch regales you of the dangers of the place.

2 x gems (1000 coin value).

Consumable of level 14 or less.

1 x magic item level 14 or less.

Ibhea chooses a Black Cave Pearl as the Consumable Item.

Black Cave Pearl

Level 14+ Uncommon


This rare black pearl is found in subterranean lakes and favored by mesmerists and hypnotists.



Lvl 14800 gpLvl 2421,000 gp
Consumable: Reagent



Power ✦ Consumable (Free Action)

Expend this reagent when you use of a power with the charm keyword of up to 7th level. Roll twice for the power's attack roll and take the better of the two results.

Arunny chooses the Emerald Frog Wondrous Item as her L14 Reward.

Emerald Frog

Level 14 Uncommon


The delicate emerald statuette of a tiny frog contains a smaller speck of darkness inside it.

Wondrous Item 21,000 gp

Power (Conjuration) ✦ Daily (Standard Action)

Use this figurine to conjure an innocuous emerald frog (see below for statistics). As a free action, you can spend a healing surge when activating this item to give the creature temporary hit points equal to your healing surge value.

Emerald Frog
Tiny natural animate

Initiative
as conjurer Senses Perception +10
HP 19; Bloodied 9
AC 25; Fortitude 25, Reflex 23, Will 22
Speed 4

Grasping Tongue (standard, at-will)

+17 vs Reflex; the target is immobilized until the end of the frog's next turn.

Distant Origin

The conjurer can use the square the emerald frog occupies as the origin square for his or her non-weapon ranged and close attack powers, and the frog is not affected by such powers when it is used as the origin square.

Frog Hop (move; at-will)

The frog jumps 6 squares.

Shared Perspective

The conjurer can see through the emerald frog's eyes. While the emerald frog has line of sight to the conjurer, enemies cannot gain combat advantage against the conjurer by flanking the conjurer.

Hopping Escape (immediate reaction, when the frog is missed by a melee attack; at-will)

The emerald frog shifts 2 squares.

Alignment Unaligned Languages -
Str 1 (+2) Dex 24 (+14) Wis 16 (+10)
Con 21 (+12) Int 2 (+3) Cha 6 (+5)
 
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Complexity 5 SC, Level 16 (DCs 16/22/31)
Goal: Locate The Henge of Time and face the perilous journey there in order to return to Itirilimish before its destruction to either retrieve (Ibhea) or destroy (Arunny) the Monocle of Flame.
7/12 Successes/1 Failures/2 Hard DC Available/2 Secondary Skills Available/2 Advantages Available




The cold landscape of overworld Mag Tureah is a maze of iron, stone, indiscriminate ossuaries, blasted earth, and siege engines. Blood pools in massive basins of viscous gore as carrion birds circle. The air carries a pestilential stench and the sky a grey gloom of smog, dust, ash.

"I got new friends! Goodbye mean witch cuz I got new friends!🎶"

<STOMP STOMP STOMP>

Vruk happily follows after the heroes and breaks into song after a disgusting vulture lights down on his shoulder. Vruk feeds it something nasty from his pouch and pats the massive bird on the head.

"Hey birdie!"

Xin Mae's face is a mask of horror.





You guys are going to have to either get Vruk to chill the eff out or somehow mask his excited, very large, displays of joy and affection or the entire landscape of Mag Tureah and all of its terrible denizens will rise up against you long before you find the Henge of Time!

HARD DC!
 
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After putting enough distance between the witch and themselves, the travelers pause for a quick bit of refreshment and war council, the key point of which is to find a way to silence Vruk's exuberance without stifling his enthusiasm to aid them.

ARUNNY sips the herbal concoction Xin Mae has just handed her, letting his anxious commentary flow over and through her body as molecules of living air, knowing that its essence and meaning will be revealed in due time in what she later will remember, if anything. For now, his voice provides a backdrop against which her observations are shown in strong relief.

The Scrivener's detailed explanation of how to properly brew these particular leaves focuses her attention on the Book Ibhea is feverishly reading and examining, turning pages, rereading passages, muttering. This madness has had time to steep, indeed.

The Seer's vision begins to blur into spirals of meaning, and Arunny allows herself to momentarily fall down this rabbit hole.

Echoing several instances during this journey where Time has felt especially fluid, the spirals double, even triple, multiplying into revelations of superimposed moments of past-present-future, each bleeding into each, with motes of possibilities dancing tornadoes around all:

A grey young man, exuding the scents of exhaustion and sour milk, writing in a book resembling Ibhea's, also muttering, arguing, and attempting to put the brush down, to stop writing, but a Shadowed Hand lifts the brush back up. Tears falling, the grey young man continues to scribe...

The book in Ibhea's hand, his eyes glowing as his gaze passes over the words, leading him forward... exhaustion ignored as the compulsion to continue pulls him along. The scent of sour milk mixes with burnt cloth, while the low almost soundless buzzing assails Arunny's ears...

A triumphant roar of laughter as a truly mad Ibhea, innumerable skeletal warriors at his side, lights a bonfire beneath their acolyte's bound feet. Holding the Monocle of Flame, the former priest of Omthala no longer calls out to Delban, for he now knows: the Book was clearly written by Someone Else, by the Being whose laughter is now resounding, the Being Ibhea now heeds...

Or...

The Monocle of Flame, on a table, near a book open to a page of ... unlocking? Releasing? Arunny can hear wings beating within the enchanted glass: a prison!

Xin Mae's commentary now turns toward the history of the region of these tea leaves, and Ibhea's attention is caught. The leaves -- or pages -- of the Book begin to curl in Arunny's double sight (remaining whole in Ibhea's hands), and scaly fingers seem to reach up and pull the priest's chin back around, returning his focus to the book.

***

Maba's Piercing Eye shudders, and she sends an urgent request to Delban's Consort for aid.

Then she awakens into the present-time, with Vruk's song -- while delightful in melody and charming in verse -- endangering them all. The playful joy at his new situation shines in his face and calls for them to join in.

Arunny considers their situation, then smiles at their enormous new friend, her smile only slightly fading at the sight of the scabby headed bird on his shoulder, staring balefully back at her.

"Vruk, shall we play a new game? A quieter game? How about 'Tiptoe Through the Maze of Iron to Find the Bunny on the Other Side?' Doesn't that sound fun? I bet you can't be as quiet as Qamra!"

The young warrior, quickly catching on, stands up, prepared to quietly walk down the path.




The initial section of this post is informative color about Arunny's growing understanding of Ibhea, Delban, and the Book and the vision she has reinforcing this new awareness of this. This fiction also reflects the -2 Forward from her low morale resulting from the loss in her contest versus Ibhea. The fiction for her actual move re Vruk follows the asterisks.

We are deploying an Advantage for 2 Successes against a Hard DC: Arunny's history of caring for the younger children of the missionaries her father worked with, a skill utilized again with Qamra and her fellow young Blessed.

* Arunny uses a Primary Skill Insight check to understand what might distract Vruk from and curtail his exuberance: r14+23-2 Forward =35 vs 31 Hard DC. Success!
 
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