Vorn nods slightly to Lief as the shifter makes his way from the room, presumably to follow the Loremaster.
He turns from the guard and bows to Lady Markelhay. “It has been mere weeks, my lady.”
He considers what he’s seen over those weeks. The many hours he spent hiding around the periphery of Kamroth’s estate, watching the comings and goings, learning the routines of the place, avoiding detection. He was slowly building up to actually infiltrating the manor itself… now he wished he’d done so sooner.
Most of what he’s seen has been circumstantial; suspicious, but not damning. He doesn’t think embellishment is a skill the Lady will appreciate, so he decides to keep things as accurate as possible.
“Well, until this last incident, where these folks who were kept prisoner and tortured had escaped and fled from the manor, I’d never seen anything so overt,” Vorn says. “But I have observed all manner of suspicious comings and goings. Mostly in the dark of the night. Members of the Elect visiting frequently. Wagons arriving well after midnight. Strange sounds from within. Guards at all hours, unperturbed by what they saw and heard.”
He looks to the merchants, and then to the boy. His eyes linger there for a long moment. “I wish I had acted sooner, my lady. Perhaps I could have spared these folks… this boy… some of the horrors they’ve faced. Perhaps there were others now lost that I could have saved.”
His eyes then turn to Lady Markelhay, pleading. Willing her to see the genuine regret he feels.
_____________
Intent: To share what he has seen in an attempt to convince Lady Markelhay that Lord Kamroth is involved in illicit activities.
Primary Skill: Stealth vs Medium DC 13; r(9) + 9 = 18. SUCCESS.
_____________
Complexity 2 SC, Level 3 (DCs 9/13/21) Goal: Having secured the safety of the merchants and ex-cultist boy as witnesses, along with the Sehanine priest Ressilmae who has heard their testimony in the bailey courtyard of Moonstone Keep, convincethe Markelhays to act against Armos Kamroth and The Elect. 5/6 Successes/0 Failures/0 Hard DC Available/0Secondary Skills Available/0 Advantages available due to Sehanine Priest Ressilmae Starlight/Primary Skill Training exhausted; Religion; Intimidate; Perception; Diplomacy; Stealth
Goal (staged): Rouse the Padraig family from their grief and muster them (5) and Winterhaven itself (8) against Cardinal Erban's heresy and impending coup. RESOLVED.
XP/REWARDS
* 375/3 = 125 xp apiece.
* Heroes gain +2 to Initiative, Padraig and Regulars Companion Character, and terrain Winterhaven Militia, Starn's Runic Circles of Pelor, Townsfolk below.
----------------------------------------------
Terjon, Knight of Pelor
Medium natural humanoid, human
Level 3 Soldier (Leader)
HP 50; Bloodied 25; Healing Surges 1; Surge Value 12 Initiative +3
AC 19, Fortitude 16, Reflex 15, Will 15 Perception+3
Speed 5
Trait Blessed Protector: Adjacent allies gain +1 power bonus to all defenses.
Standard Actions
(⚔) Valiant Mace (divine, radiant, weapon) ✦ At-Will
Attack: Melee 1 (one creature); +8 vs. AC
Hit: 1d8 + 5 radiant damage and Terjon marks the target until the end of Terjon's next turn.
➶ By Pelor's Shining Rays, Back Ye (fear, implement, radiant) ✦ Encounter
Attack: Close Burst 5 (one creature); +6 vs. Will
Hit: The target is dazed until the end of Terjon's next turn. In addition, Terjon can choose to knock the target prone or slide it 2 squares.
Minor Actions
ᗕ Healing Word (healing) ✦ 2/Encounter
Effect: Close burst 5 (one creature in the burst). The target can spend a healing surge.
Triggered Actions I Am Your Shield ✦ Encounter
Trigger: An adjacent ally within 2 squares is hit by an attack and terjon is not included
Effect (Immediate Interrupt): Terjon and the ally shift up to 2 squares as a free action, swapping positions. Terjon become the target of the triggering attack, in place of the ally and gains a +2 bonus to AC and Reflex UtEoTNT.
Skills: Athletics +9, Intimidate +9
Str 16 (+4) Dex 11(+1) Wis 14 (+3)
Con 14 (+3) Int 14 (+3) Cha 16 (+4)
Ernest Padraig and His Regulars
Large natural humanoid (swarm)
Level 3 Skirmisher (Leader) XP 150
HP 49; Bloodied 24; Healing Surges 1; Surge Value 12 Initiative +7
AC 17, Fortitude 15, Reflex 16, Will 14 Perception +9
Resist half damage from melee and ranged attacks; Vulnerable 5 against close and area attacks
Speed 6
Traits
☼ Swarm Attack ✦ Aura 1
Enemies in the aura take a -2 penalty to attack rolls. An enemy that ends its turn in the aura takes 3 damage.
Swarm
The regulars can occupy the same space as another creature, and an enemy can enter its space, which is difficult terrain. The regulars cannot be pulled, pushed, or slid by melee or ranged attacks. It can squeeze through any opening that is large enough for at least one of the creatures it comprises.
Standard Actions
(⚔) Spear Assault (weapon) ✦ At-Will
Attack: Melee 1 (one creature); +8 vs. AC
Hit: 1d8 + 5 damage, and the target takes a -2 penalty to AC and Reflex until the end of its next turn.
ᗕ Javelin Volley (weapon) ✦ Recharge ⚄ ⚅
Attack: Close blast 5 (two enemies in the blast); +6 vs. Reflex
Hit: 2d6 + 2 damage.
Effect: The regulars shift 1 square.
Minor Actions Form Up! ✦ Encounter
Target: Close burst 5 (the regulars and allies in the burst)
Effect: The target gains 5 temporary hit points and shifts 2 squares.
Triggered Actions Advance and Heave ✦ Encounter
Trigger: An enemy within 5 squares of the regulars hits the regulars with a close or area attack.
Effect (Immediate Reaction): The regulars shifts up to 3 squares to a square adjacent to the triggering enemy, javelin volley recharges and the regulars use it as a free action.
Skills: Athletics +9, Perception +9
Str 16 (+4) Dex 14(+3) Wis 16 (+4)
Con 13 (+2) Int 13 (+2) Cha 14 (+3)
Lord Ernest Padraig stares through the slat in the large, swinging wooden gates of the southern fieldstone wall. His tone is assertive, definitive, and it echoes through the steading:
"Cardinal Erban, formerly of Winterhaven, formerly of the great Pelor order who has seen Winterhaven through generations of cold from within and without. I hereby charge you with treason against your home and heresy against your god. You and your host are no longer welcome in Winterhaven. You are banished...but if you force it upon us...you will be repelled...with finality."
Cardinal Erban shoots back without a moment's hesitation.
"I am neither usurper nor heretic you old fool. I am herald. Herald of Pelor's sibling in the sky. The sun's elder sibling, gone for all the ages of our collective memory...but he returneth and soon."
Addressing the entirety of Winterhaven: "Our lord, Acamar, far darker than the darkest night, far brighter than the noonday sun...The Corpse Star...The Illuminated Void...eons ago collapsed in on itself under the weight of its own hunger and longing. In that moment, all was revealed to Pelor's elder sibling, our lord. He now wishes to reveal all to you. He would unburden you of your pain...your hunger...your foolish sense of time and ever-burning fear of losing it...of being captured by it...your loneliness...your futile quest for meaning. He invites you to join him, to be made whole, to make everything whole, a single mind for all the universe, devoid of suffering for all eternity.
Let me show you..."
Erban's eyes go black, his features distend as if time and space no longer bridle his form. A ball of perfect shadow, a void...a singularity ushers forth from Erban. The wooden gate collapses inward as the ball nears and then it collapses completely as it crosses the event horizon of the singularity. The singularity then splits into two as it moves into Winterhaven proper.
As everyone gawks, Erban's minions charge!
* Illumination: Full.
* Aspect of Acamar's Singularity (AS on map at altitude ^1)
Large Hazard x 2
Level 3 Standard Obstacle
XP 150
Initiative +4
Trigger: This hazard begins the encounter active.
Attack
Standard Action Close burst 2
Target: Creatures in burst.
Attack:+6 vs. All
Hit: For each defense hit, the target takes 1d4 damage and is pulled 1 square. If the creature ends within a square of Astral Singularity, it is slowed (SE). Effect: The singularity and all squares adjacent to it are difficult terrain. The singularity fully blocks both line of effect and line of sight.
Triggered Actions
ᗕ Event Horizon ✦ At-Will
Trigger: A creature within 3 squares of the singularity willingly moves away from it.
Attack (Opportunity Action): Close burst 3 (the triggering creature in the burst); +6 vs. Fort
Hit: The target is immobilized and gains vulnerable 3 to all damage (save ends both).
Aftereffect: 5 damage.
Countermeasures
✦ Warp - Arcana DC 17 (Standard Action; R10): You or an adjacent ally gain +4 Defenses against the Astral Singularity's attacks and gain immunity to its line of effect/sight blocking effect UtEoYNT. Sustain Minor.
* Winterhaven Militia (White, Zone): Any ally that starts its turn in a square of Winterhaven Militia gains 3 temporary hit points. Winterhaven Militia are considered an ally to heroes for determining Cover vs Ranged Attacks. Winterhaven Militia is difficult terrain for enemies, and any enemy that starts its turn adjacent to or in a square of Winterhaven Militia takes 3 damage (close tag).
Armor: Minor Action. Effect: A hero within a runic circle gains Resist 5 fire and radiant damage UtEoNT.
Arms: Minor Action. Effect: A hero within a runic circle MBA turns into a Close Burst 1 and deals radiant damage UtEoNT.
* Townsfolk (White T, Fantastic Terrain; exhausts): Panicked Winterhaven townfolk are scattered throughout the battlefield. Minor Action. Effect: A hero adjacent to a panicked townfolk gains 10 temporary hit point with a successful Diplomacy or Intimidate check DC 9.
* Trees: Squares that are fully illustrated are difficult terrain and grant Partial Concealment due to light foliage. Partially illustrated squares are only color. Fully illustrated squares can be climbed (6 sq climbed, 3 sq altitude) DC13 for dense foliage and Total Concealment.
* Fieldstone Wall (Column W): Blocking Terrain.
* Cardinal Erban, Herald of Acamar (E) (Medium aberrant humanoid, controller, elite): HP 92, AC 17, Fortitude 13, Reflex 15, Will 16, Init +2
* Cardinals' Cavalry (C) x 2 (Large natural humanoid, swarm, mount, skirmisher, standard): HP 48, AC 17, Fortitude 17, Reflex 14, Will 13, Init +5
* Cardinal Erban's Crossbowmen (M) x 6 (Medium natural humanoid, artillery, minion): 1 HP, AC 15, Fortitude 13, Reflex 16, Will 14, Init +5
* Place heroes in an available square between rows 10-15 and columns E-K (large units refer to top right square of 2 x 2 space) and roll initiative: Starn (S) K13. Ernest Padraig and His Regulars (R) K12. Terjon (T) J13.
INITIATIVE
Cardinals' Cavalry (C): 18
Terjon (T): 16
Ernest Padraig and His Regulars (R): 13
Cardinal Erban's Crossbowmen (M): 13
Aspect of Acamar's Singularity (AS): 13
Cardinal Erban, Herald of Acamar (E): 7
Starn (S): 6
ROUND 1
Starn Monster Knowledge (No Action) Dungeoneering vs Cardinal Erban: r(10) +6 = 16. Succeeds Medium but fails Hard DC.
Cardinal Erban, Herald of Acamar
Medium aberrant humanoid
Level 3 Elite Controller XP 300
HP 92; Bloodied 46 Initiative +2
AC 17, Fortitude 13, Reflex 16, Will 15 Perception+2
Speed 6, Saving Throws +2; Action Points 1
Keywords: fire, force, radiant, psychic, weapon
Traits
☼ Join The Great Devourer and Sate Your Hunger (psychic) ✦ Aura 3
The aura is difficult terrain for enemies. An enemy that ends its turn in the aura must make a basic attack against its nearest ally as a free action or take 3 psychic damage.
Standard Actions
(⚔) Scepter of the Burning Ring (fire, weapon) ✦ At-Will
Attack: Melee 1 (one creature); +8 vs. AC
Hit: 1d6 + 3 fire damage and the target grants combat advantage untill the end of the cardinal's next turn.
Effect: The cardinal can slide the target 1 square.
➶ Tidal Forces (force) ✦ At-Will
Attack: Area Burst 1 within 10 (creatures in burst); +6 vs. Fort
Hit: 1d6 force damage, and the target slides 2 squares and grants combat advantage until the end of the cardinal's next turn.
ᗕ Burning Accretion Disc (fire, radiant) ✦ Recharge when first bloodied
Attack: Close burst 2 (creatures in the burst); +6 vs. Reflex
Hit: 2d6 + 2 fire and radiant damage.
Effect: Any creature that makes a melee attack against the cardinal before the end of the cardinal's next turn takes 5 fire damage.
Minor Actions
➶ Corpse Star's Illumination (radiant) ✦ At-will
Attack: Ranged 10 (one creature granting combat advantage); +6 vs. Will
Hit: The target takes 1d6 radiant damage and is dazed (save ends).
------------------------
Starn Monster Knowledge (No Action) Nature vs Cardinals' Cavalry: r(6) +1 = 7. Fails Medium DC.
Cardinal's Cavalry * 2
Large natural humanoid (mount)
Level 3 Skirmisher XP 150
HP 48; Bloodied 24 Initiative +5
AC 17, Fortitude 17, Reflex 14, Will 13
Resist half damage from melee and ranged attacks; Vulnerable 5 to close and area attacks.
Speed 7
Traits
☼ Trampling Swarm (mount) ✦ Aura 1
Enemies that start their turn in the aura must succeed on a saving throw or be knocked prone (if mount keyword is removed, this aspect of aura is removed). Enemies in the aura cannot shift and take 3 damage if they are in the aura at the end of their turn.
Swarm
The swarm can occupy the same space as another creature, and an enemy can enter its space, Cavalry is difficult terrain. The swarm cannot be pulled, pushed, or slid by melee or ranged attacks. It can squeeze through any opening that is large enough for at least one of the creatures it comprises.
Standard Actions
(⚔) Cavalry Charge (weapon) ✦ At-Will
Attack: Melee 2 (one creature); +6 vs. Reflex
Hit: 1d10 + 4 damage, slides the target 1 sq and the cavalry shift 1 square.
Triggered Actions Last Stand ✦ Encounter
Trigger: The cavalry is reduced to 0 hit points
Attack (No Action): Close Burst 1 (enemies in the burst); +8 vs AC
Hit: 1d10 +4 damage.
-----------------------
Starn Monster Knowledge (No Action) Nature vs Cardinals' Crossbowmen: r(20) +1 = 21. Succeeds High DC.
Cardinal Erban's Crossbowmen * 6
Medium natural humanoid
Level 3 Minion Artillery XP 38
HP 1; a missed attack never damages a minion. Initiative +5
AC 15, Fortitude 13, Reflex 16, Will 14 Perception+3
Speed 6
Standard Actions
(⚔) Handaxe (weapon) ✦ At-Will
Attack: Melee 1 (one creature); +8 vs. AC
Hit: 5 damage.
(➶) Repeating Crossbow Barrage (weapon) ✦ At-Will
Attack: Ranged 10 (one creature); +10 vs. AC
Hit: 4 damage and the target grants combat advantage until the end of the crossbowmen's next turn.
Athletics +1
The charge of the CARDINAL'S CAVALRY is sudden and explosive. Hooves stampede the ground as the units brave both the clubs and blades of the throng of gathered militia and the gravitational pull of Acamar's Singularity. Their destination is the relatively small shape of the apprentice-mage.
Terjon battles desperately to keep his wizard charge from being trampled underfoot and manages it for the moment, but the heroes struggle to keep their feet under the rearing, trained steeds!
Meanwhile, the Regulars have seen many a combat with mounted foes and give better than they get in the clash.
C1
* Move: 7 sq to M17. TRIGGERS AS EVENT HORIZON OA (CBu3; CREATURE) AT SQ O16. ATK VS FORT; r(7) +6 = 13. MISS.
* Standard: Cavalry Charge charge to L15 and MBA (M2, weapon) vs S's Ref: r(11) +6 +1 (charge) = 18. Miss (due to Terjon Blessed Protector Trait).
(⚔) Cavalry Charge (weapon) ✦ At-Will
Attack: Melee 2 (one creature); +6 vs. Reflex
Hit: 1d10 + 4 damage, slides the target 1 sq and the cavalry shift 1 square.
Traits
☼ Trampling Swarm (mount) ✦ Aura 1
Enemies that start their turn in the aura must succeed on a saving throw or be knocked prone (if mount keyword is removed, this aspect of aura is removed). Enemies in the aura cannot shift and take 3 damage if they are in the aura at the end of their turn.
Swarm
The swarm can occupy the same space as another creature, and an enemy can enter its space, Cavalry is difficult terrain. The swarm cannot be pulled, pushed, or slid by melee or ranged attacks. It can squeeze through any opening that is large enough for at least one of the creatures it comprises.
C2
* Move: 7 sq to Q13 (circling to avoid AS Event Horizon and 2 x DT from Militia Zone). TRIGGERS R’s SWARM ATTACK AURA.
* Standard: Cavalry Charge charge to M13 and MBA (M2, weapon) vs S's Ref: r(6) +6 +1 (charge) -2 (SA Aura) = 11. Miss.
* End of Turn: Take 3 damage from R’s Swarm Attack aura).
LOCATION: C1 in L15, C2 in M13.
DAMAGE: na
CONDITIONS TO ENEMIES: S is in 2 x Trampling Swarm (mount) auras. T is in 1 x Trampling Swarm (mount) aura. R is in 1 x Trampling Swarm (mount) aura.
HP: C1 @ 48/48, C2 @ 45/48
CURRENT DE/BUFFS: C2 is adjacent to Militia Zone and in R’s Swarm Attack Aura.
TERJON sees his death here, on this battlefield against an avatar of the Corpse Star. His entire life, much of it squandered, some of it used well, doesn't flash before his eyes so much as fall into place behind him, inexorable and predetermined, but propelling him like a wind at his back. Looking at those impossible, light-and-gravity-bending orbs he knows he won't survive this.
He does not mind.
"By Pelor's light, we'll feed you into your dark lord's own hellish maw!" he bellows, his shield glowing like a star as he pushes against the nearest cavalry group, and pulls back to order the nearest smallfolk to safety.
* Start of Turn: saving throw vs Trampling Swarm aura; r(18). Succeed.
* Standard: By Pelor's Shining Rays, Back Ye encounter power on C1, r(11)+6 = 17 vs. Will (13). Success. C1 dazed until the end of Terjon's next turn, sliding them 2 squares to N15. TRIGGERS SAVING THROW Militia is hindering terrain so C1 saves to fall prone instead, r(4). Fail, they slide.
* Move: To I12.
* Minor: Yell at panicked townfolk on I11 to get clear. Intimidation r(1)+9 = 10 vs DC 9. Success. Gain 10 temporary HP, Townsfolk exhausted.
LOCATION: I12
DAMAGE: na
CONDITIONS TO ENEMIES: C1 dazed, slide to N15 and into Winterhaven Militia.
HP: 50+10 temporary.
HEALING SURGES: 1
CURRENT DE/BUFFS: na
PADRAIG bellows to his REGULARS, and they move to avoid the sudden charge of the cavalry. They manage to keep their feet, leaving the cavalry exposed from the flank. "HIT THEM HARD!" he cries, and his men immediately obey.
They launch a volley of javelins into the flank of the two cavalry groups. The closer group is especially vulberable and take the worst of it, but they also manage to do some damage to the farther unit as well.
The cavalry's charge is halted. Satisfied, Padraig raises his spear. "REGULARS... TAKE POSITION! DEFEND TERJON AND THE WIZARD!" And he leads his men forward, crashing into the cavalry units.
* Start of Turn: Saving Throw vs. Trampling Swarm prone; r(20). Success.
* Standard: Javelin Volley, CloseBurst 5, against both C2 and C1; +6 vs. Reflex 14. C2 r(20) + 6 = 26. CRITICAL, inflict max damage of 2d6+2 +5 (vulnerable)= 19 damage to C2. C1 r(18) + 6 = 24. SUCCESS. Damage r(7) +2 + 5 (vulnerable) = 14 damage to C1.
* Move: Can't shift due to Swarm aura. 3 sq to J15. TRIGGERS OA CAVALRY CHARGE (M2) FROM C2 vs REF: r(10) +6 -2 (Swarm Attack aura) = 14. OA MISSES.
* Minor Action: Form up (CBu5); Regulars and allies get 5 temp HP and can shift two squares. T shifts to J14. R shifts to L15.
* End of Turn: Trampling Swarm Aura x 2 = 6 damage - 5 THP = 1 damage to R.
LOCATION: L15
DAMAGE: 19 to C2 and 14 to C1
CONDITIONS TO ENEMIES: C1 and C2 in Swarm Attack aura.
HP: 48/49
HEALING SURGES: 1
CURRENT DE/BUFFS: 5 temp hit points to Starn and Terjon
Foiled by the melee scrum of the stalwart Winterhaven militia, the only shots CARDINAL ERBAN'S CROSSBOWMEN can level is at Padraig and his Regulars. A cascade of bolts loose and virtually none find the mark as they clang off armor, shields or fly wide. However, the barrage does harry the lord of Winterhaven and his men sufficient to occupy their attention!
* All Ranged attacks compromised due to Militia and Acamar Singularities; Cover, Superior Cover, or no Line of Sight pending positioning.
M (U15)
* Standard Action: Repeating Crossbow Barrage (R10, weapon) vs R's AC: r(20). CRIT. 4/2 (swarm) = 2 damage to R and R grants combat advantage until the end of the crossbowmen's next turn.
* Move: Run 8 sq to S22 (-5 to ATK and grants CA UBoNT).
M (V15)
* Standard Action: Repeating Crossbow Barrage (R10, weapon) vs R's AC: r(5) +10 -2 (cover) +2 (CA) = 15. Miss.
* Move: Run 8 sq to Q22 (-5 to ATK and grants CA UBoNT).
M (W14)
* Move: 3 sq to V17.
* Standard Action: Repeating Crossbow Barrage (R10, weapon) vs R's AC: r(7) +10 -2 (cover) +2 (CA) = 17. Miss (due to Terjon Blessed Protector).
M (W12)
* Move: 4 sq to V16.
* Standard Action: Repeating Crossbow Barrage (R10, weapon) vs R's AC: r(10) +10 -2 (cover) +2 (CA) = 20. Hit. 4/2 (swarm) = 2 damage to R and R grants combat advantage until the end of the crossbowmen's next turn.
M (U12)
* Move: 3 sq to U15.
* Standard Action: Repeating Crossbow Barrage (R10, weapon) vs R's AC: r(19) +10 -2 (cover) +2 (CA) = 29. Hit. 4/2 (swarm) = 2 damage to R and R grants combat advantage until the end of the crossbowmen's next turn.
M (U10)
* Move: 5 sq to V15.
* Standard Action: Repeating Crossbow Barrage (R10, weapon) vs R's AC: r(14) +10 -2 (cover) +2 (CA) = 24. Hit. 4/2 (swarm) = 2 damage to R and R grants combat advantage until the end of the crossbowmen's next turn.
LOCATION: S22, Q22, V17, V16, U15, V15
DAMAGE: 8 damage to R.
CONDITIONS TO ENEMIES: R grants CA UEoMNT.
CURRENT DE/BUFFS: M (S22) and M (Q22) grant CA and take -5 penalty to ATK UBoNT. M (S22) has Concealment due to tree.
The temporal and spatial regions around the ASPECT OF ACAMAR SINGULARITIES flex, bend, fold. What is outside of these regions cannot interact with what lies within. What is inside of these regions cannot interact with what lies without.
AS (N8)
* Standard: NO TARGETS.
Standard Action Close burst 2
Target: All creatures in or within 1 squares of the singularity.
Attack:+6 vs. All
Hit: For each defense hit, the target takes 1d4 damage and is pulled 1 square. If the creature ends within a square of Astral Singularity, it is slowed (SE). Effect: The singularity and all squares adjacent to it are difficult terrain. The singularity fully blocks both line of effect and line of sight.
AS (Q18)
* Standard: CBu2 vs C1's defenses: r(7, 16, 12, 13) + 6 +2 (CA dazed) = 15, 24, 20, 21. Hits F/R/W. r(3, 3, 2) +5 (Vuln Close) = 13 damage to C1, C1 is pulled 3 sq to Q16, and slowed (SE) (BLOODIED).
DAMAGE TO CREATURES: C1 takes 13 damage (BLOODIED).
CONDITIONS TO ENEMIES: C1 is pulled 3 squares to Q16 and slowed (SE).
"The deliverance from your solitary human condition upon you" gushes CARDINAL ERBAN, HERALD OF ACAMAR as he calls for The Corpse Star's swelling radiance and turbulent force to effect celestial, Elder Evil from the Far Realm upon the Paladin, the Lord, and the Regulars.
* Move: 3 sq to U16.
* Minor: Corpse Star's Illumination (R10, radiant) vs R's Will: r(16) +6 -2 (Cover) +2 (CA) = 22. Hit. r(3)/2 (swarm) = 1 radiant damage to R and R is dazed (SE).
Minor Actions
➶ Corpse Star's Illumination (radiant) ✦ At-will
Attack: Ranged 10 (one creature granting combat advantage); +6 vs. Will
Hit: The target takes 1d6 radiant damage and is dazed (save ends).
* Standard: Tidal Forces (ABu1 w/in 10, force) targeting sq J14 vs T, S, R Fort: r(16, 6, 1) +6 (+2 CA vs R) = 22, 12, automiss. Hit T. r(5) -5 THP = 0 force damage, T slides 2 sq to L16 and grants CA UEoCNT.
* No Action (AP for Standard): Tidal Forces (ABu1 w/in 10, force) targeting sq L16 vs T and R Fort: r(6, 15) +6 (+2 CA vs R) = 12, 23. Hit R. r(3) +5 (Vuln Area) = 8 force damage to R, R slides 2 sq to N17 and grants CA UEoCNT. TRIGGERS SAVING THROW FOR PRONE IN L15 AS M16 AND N17 ARE SINGULARITY EFFECT SQUARES; r(14). SUCCESS. R IS PRONE IN L15.
Standard Actions
➶ Tidal Forces (force) ✦ At-Will
Attack: Area Burst 1 within 10 (creatures in burst); +6 vs. Fort
Hit: 1d6 force damage, and the target slides 2 squares and grants combat advantage until the end of the cardinal's next turn.
LOCATION: U16
DAMAGE: 5 THP damage to T. 9 radiant/force damage to R.
CONDITIONS TO ENEMIES: R is dazed (SE), grants CA UEoCNT, and prone. T sld 2 to L16 and grants CA UEoCNT.
HP: 92/92
CURRENT DE/BUFFS: 0/1 Action Points
STARN dodges several flying hooves and launches his attack, choosing to unleash strands of psychic energy against both formations of cavalry.
Some of the cavalry is driven off, but those nearer to Starn persist!
Not satisfied with the situation Starn quickly adapts and begins to invoke a mass of viscous shadow against the remaining horsemen. However this attack requires his concentration and gives them an opening. However, he's ready for it due to Terjon's presence and Padraig's rallying.
Starn dodges a cavalry saber, and soon dense shadows shroud the horsemen. Screams of horror issue forth from within, and Starn wonders if it is wise to twist magic to such ends. But what choice has he?
* Start of Turn: Saving Throw vs C2's aura or prone; r(11). Success.
* Standard: Beguilind Strands (CBl5, enemies, psychic) Vs C1 and C2 WIll: r(15, 2) +8 (+2 CA vs C1) = 25, 15. Hit C1, miss C2. 6 +5 (Vuln) = 11 psychic to C1 and pushed 3 squares to S19. No saving throw for prone because C1 is already in hindering terrain/Hazard effect.
* No Action (Spend AP for a Standard Action): Grasping Shadows (ABu1 w/in 10, creatures, psychic) centered on L11 vs C2's Will: r19) +8=27. Hit. r(2) +6 +5 (Vuln) = 13 psychic damage (BLOODIED). RANGED ATTACK IN MELEE WITH C2 TRIGGERS OA (CAVALRY CHARGE, M2, WEAPON) VS S's REF: r(8) +6 -2 (R's aura) = 12. MISS. Effect (purple square): Shadows writhe in the designated area and continue until the end of your next turn. Any creature that enters the area of the grasping shadows takes psychic damage equal to your Intelligence modifier and is slowed until the end of its next turn. A creature can take this damage only once per turn.
* Move: Shift to J13.
LOCATION: J13
DAMAGE: 11 psychic damage to C1. 13 psychic damage to C2.
CONDITIONS TO ENEMIES: C2 is pushed to S19. C1 is in Grasping Shadows zone.
HP: 32/32
HEALING SURGES: 8/8
CURRENT DE/BUFFS: 5 THP, Terjon Blessed Protector Trait.
C1 10/48 Dazed UEoTNT, in AS CBu2. C2 13/48 Adjacent to Militia Zone, in R's Swarm Attack Aura, in Grasping Shadows Zone E 92/92 0/1 APs
ROUND 2
The CARDINAL'S CAVALRY is thrown to the brink of collapse of formation and morale. Horses rear and riders can barely control them.
One of the singularities swallows one of the formations in its gravitational grasp, threatening to never let go.
The other formation of cavalry nearly falls to the legion of mustered militia, but barely gathers their poise and martial prowess to escape the pummeling, assault Starn with hoof and saber, and reform ranks in a more defensible position.
C1
* Begins Turn: dazed.
* Move: Run 4 sq (-5 ATK and grant CA UBoNT). MOVEMENT FROM P20 TO O21 TRIGGERS AS EVENT HORIZON OA (CBu3; CREATURE) AT SQ P20. ATK VS FORT; r(10) +6 +2 (CA) = 18. HIT. C1 immobilized in P20 and gains vulnerable 3 to all damage (save ends both).
* End of Turn: Saving Throw vs slowed (SE); r(11). Succeeds. Saving throw vs immobilized and vuln 3 all; r(15). Succeeds. TRIGGERS AS's EVENT HORIZON AFTEREFFECT; C1 TAKES 5 DAMAGE.
* Standard: Cavalry Charge (M2, weapon) vs S's Ref: r(17) +6 -2 (SA Aura) = 21. Hits. r(7) +4 = 11 damage to S and slides to I14, and C2 shifts to M12.
* Move: 4 sq to I13 (circling to avoid T OA).
LOCATION: C1 in P20, C2 in I13.
DAMAGE: 11 damage to S
CONDITIONS TO ENEMIES: S and T Trampling Swarm (mount) aura.
HP: C1 @ 5/48, C2 @ 2/48
CURRENT DE/BUFFS: na.
TERJON is knocked to the ground by a rearing horse. He staggers back to his feet and lays a hand on Starn. "Have faith, my young friend," he yells over the thunder of hooves. "Pelor has plans for you yet. You will tell this story in taverns for the rest of your long life!" He forces a smile, even as his eyes draw toward those whipping singularities and the void they promise.
* Start of Turn: Saving throw vs Trampling Swarm aura; r(7). Fail. T falls prone.
* Move: Stand up.
* Standard: Valiant Mace (MBA) to C2, r(1)+8 = 9 vs. AC (17). Fail.
* Minor: Healing Word (2/encounter) to Starn, who spends a Healing Surge and regains 8 hit points.
* End of Turn: 3 damage from C2 Trampling Swarm Aura. - 3 THP.
LOCATION: J14
DAMAGE: na
CONDITIONS TO ENEMIES: na
HP: 50+2 THP.
CURRENT DE/BUFFS: na
With the two cavalry units scattered, PADRAIG rallies his REGULARS take a moment to reform his squad. The collective prepares themselves for the next inevitable volley from Erban's crossbowmen.
* Start of Turn: Dazed. Recharge Roll for Javelin Volley- r(4) does not recharge.
* Standard Action: Second Wind- healing surge for 12 HP- total up to 43. +2 defenses USoRNT.
* End of Turn: Saving throw vs dazed; r(19). Passes.
LOCATION: L15
DAMAGE: none
CONDITIONS TO ENEMIES: None
HP: 43
CURRENT DE/BUFFS: +2 defenses USoRNT
After an orderly reload by the entire unit, the bulk of CARDINAL ERBAN'S CROSSBOWMEN can again only level shots at Padraig and his Regulars due to the Militia's cover. They then work to outflank the militia with their unit members who have now successfully done so and are harassing Starn with a barrage of bolts!
* All Ranged attacks save for M (Q22, S22) compromised due to Militia and Acamar Singularities; Cover, Superior Cover, or no Line of Sight pending positioning.
M (Q22)
* Move: 6 sq to K22.
* Standard Action: Repeating Crossbow Barrage (R10, weapon) vs S's AC: r(8) +10 = 18. Hit. 4 damage to S and S grants combat advantage until the end of the crossbowmen's next turn.
M (S22)
* Move: 5 sq to N22.
* Standard Action: Repeating Crossbow Barrage (R10, weapon) vs S's AC: r(3) +10 (cover) = 13. Miss.
M (V17)
* Standard Action: Repeating Crossbow Barrage (R10, weapon) vs R's AC: r(19) +10 -2 (cover) -2 (prone) = 25. Hit. 4/2 (swarm) = 2 damage to R and R grants combat advantage until the end of the crossbowmen's next turn.
* Move: Run 8 sq to Q22 (-5 to ATK and grants CA UBoNT).
M (V16)
* Standard Action: Repeating Crossbow Barrage (R10, weapon) vs R's AC: r(20) = CRIT. 4/2 (swarm) = 2 damage to R and R grants combat advantage until the end of the crossbowmen's next turn.
* Move: Run 7 sq to S22 (-5 to ATK and grants CA UBoNT).
M (V15)
* Standard Action: Repeating Crossbow Barrage (R10, weapon) vs R's AC: r(9) +10 -2 (cover) +2 (CA) -2 (prone) = 17. Miss
* Move: Run 8 sq to S23 (-5 to ATK and grants CA UBoNT).
* Move: Run 8 sq to T22 (-5 to ATK and grants CA UBoNT).
LOCATION: K22, N22, Q22, S22, S23, T22
DAMAGE: 4 damage to S. 4 damage to R.
CONDITIONS TO ENEMIES: S and R grant CA UEoMNT.
CURRENT DE/BUFFS: M (Q22, S22, S23, T22) grant CA and take -5 penalty to ATK UBoNT. M (S22) has Concealment due to tree.
The temporal and spatial regions around the ASPECT OF ACAMAR SINGULARITIES flex, bend, fold. What is outside of these regions cannot interact with what lies within. What is inside of these regions cannot interact with what lies without.
The unit of Cardinal Erban's Cavalry trapped within never emerges, every horse and rider twisted into their atomic constituents by the spacetime distortion!
AS (N8)
* Standard: NO TARGETS.
Standard Action Close burst 2
Target: All creatures in or within 1 squares of the singularity.
Attack:+6 vs. All
Hit: For each defense hit, the target takes 1d4 damage and is pulled 1 square. If the creature ends within a square of Astral Singularity, it is slowed (SE). Effect: The singularity and all squares adjacent to it are difficult terrain. The singularity fully blocks both line of effect and line of sight.
AS (Q18)
* Standard: CBu2 vs C1's defenses: r(1, 8, 10, 13) + 6 +2 (CA) = automiss, 16, 18, 21. Hits R/W. r(1, 2) +5 (Vuln Close) = 8 damage to C1, C1 is pulled 1 sq to Q20, and slowed (SE). C1 SLAIN.
DAMAGE TO CREATURES: C1 takes 8 damage. C1 SLAIN.
CONDITIONS TO ENEMIES: C1 is pulled 1 squares to Q20 and slowed (SE).
"You fools. You fight against your own fulfillment," claims an increasingly frenzied CARDINAL ERBAN, HERALD OF ACAMAR as he calls for The Corpse Star's swelling radiance and turbulent force to effect celestial, Elder Evil from the Far Realm upon the Paladin, the Lord, and the Regulars.
Meanwhile, he flanks right with his squad of crossbowmen.
* Minor: Corpse Star's Illumination (R10, radiant) vs R's Will: r(8) +6 -2 (Cover) +2 (CA) = 14. Miss (due to SW defenses).
* Standard: Tidal Forces (ABu1 w/in 10, force) targeting sq J15 vs T, R Fort: r(20, 3) +6 (+2 CA vs R) = CRIT, 11. CRIT T and miss R. 6 - 2 THP = 4 force damage, T slides 2 sq to J12 and grants CA UEoCNT.
* Move: 6 sq to U22.
LOCATION: U22
DAMAGE: 2 THP damage to T (now 0 THP) and 4 force damage to T.
CONDITIONS TO ENEMIES: T sld 2 to J12 and grants CA UEoCNT.
HP: 92/92
CURRENT DE/BUFFS: 0/1 Action Points
As the cavalry moves back towards Starn, he attempts to backpedal. As STARN enfolds remaining riders with more strands of mind magic, they dismount from their horses and fight furiously before they eventually sucumb to the mage-apprentice's arcana.
* Start of Turn: Saving Throw vs C2's aura or prone; r(11). Success.
* Standard: Beguilind Strands (CBl5, enemies, psychic) vs C2's WIll: r(17) +8 = 25. Hit. 6 +5 (Vuln) =11 psychic damage; SLAIN. TRIGGERS (NO ACTION) C1's LAST STAND; CBu1 (ENEMIES) vs STARN AND TERJON AC. r(4, 16) +8 = 12, 24. MISS STARN, HIT TERJON. r(1) +4 = 5 DAMAGE TO TERJON.
Triggered Actions Last Stand ✦ Encounter
Trigger: The cavalry is reduced to 0 hit points
Attack (No Action): Close Burst 1 (enemies in the burst); +8 vs AC
Hit: 1d10 +4 damage.
* Move: 3 sq to L13.
* End of Turn: Grasping Shadows zone ends.
LOCATION: L13
DAMAGE: 11 psychic damage to C2 (SLAIN). Terjon takes 5 damage from C2 Last Stand.
CONDITIONS TO ENEMIES: Grasping Shadows zone.
HP: 25/32
HEALING SURGES: 7/8
CURRENT DE/BUFFS: na
C1 2/48 In AS CBu2. E 92/92 0/1 APs
ROUND 3
As the last rider falls, TERJON puts a hand to his chest, thanks Pelor, and turns to Ernest and Starn. "Forward, now, with everything you have!" The old knight is slower than he used to be, but he sprints across the battlefield to a flanking position. He's startled to find townsfolk using a massive oak for shelter. "You there!" he shouts, "Go! Now!!" He points away from the gathered enemy, veins bulging in his forehead, no time for subtlety or tact. Scared witless, the trio of smallfolk run screaming.
Terjon takes a breath in the shadow of the tree, musters his will, and charges screaming toward the nearest crossbowmen, bracing for the pain to come.
* Move: To F17.
* Minor: Yell at panicked townfolk on G18 to run away. Intimidation r(4)+9 = 13 vs DC 9. Success. Gain 10 temporary HP, Townsfolk exhausted.
* Standard: Charging to J21, attacking M at K22 with MBA. r(16)+8+1 +2(CA) = 27. Hit. MINION SLAIN.
LOCATION: J21
DAMAGE: M at K22 SLAIN
CONDITIONS TO ENEMIES: na
HP: 41+10 temporary.
CURRENT DE/BUFFS: na
PADRAIG rallies his REGULARS to their feet. He knows they have to close with the crossbow men or be torn to shreds from a distance. “CHARGE!” he commands, and then leads his men toward the crossbowmen to the north. They catch the crossbowman as he’s reloading and skewer him.
Padraig turns to face the next crossbowman. “Prepare javelins!”
The Lord of Winterhaven and his charges feels the gravitational pull of Acamar's Singularity...
* Start of Turn: Recharge Javelin Volley - r(5). Recharged.
* Move: Stand up from prone.
* Standard Action: Charge to M21 (staying 4 sq away from AS to prevent Event Horizon OA) and MBA vs M (N22)'s AC: r(9) + 8 +1 (charge) -2 (CA) = 20. Hit. M (N22) SLAIN.
LOCATION: M21
DAMAGE: M (N22) SLAIN
CONDITIONS TO ENEMIES: na
HP: 39/49
CURRENT DEBUFFS/BUFFS: In AS's Event Horizon, grant CA UEoCECNT.
After an orderly reload by the entire unit, the bulk of CARDINAL ERBAN'S CROSSBOWMEN pick their targets carefully. One harangues Starn with a volley while another pair fire away at Padraig and his Regulars.
The last takes up defense of his Cardinal, dropping his crossbow, drawing his handaxe and throwing himself into a melee clash with Padraig and his Regulars.
M (Q22)
* Standard Action: Repeating Crossbow Barrage (R10, weapon) vs S's AC: r(12) +10 +2 (CA) = 24. Hit. 4 damage to S and S grants combat advantage until the end of the crossbowmen's next turn.
* Move: 6 sq to K24.
M (S23)
* Standard Action: Repeating Crossbow Barrage (R10, weapon) vs R's AC: r(2) +10 +2 (CA) = 14. Miss.
* Move: 5 sq to N24.
M (S22)
* Free Action: Drop Crossbow.
* Minor Action: Draw Handaxe:
* Standard: Charge to N22 and MBA Handaxe (M1, weapon) vs R's AC: r(1). AUTOMISS.
M (T22)
* Standard Action: Repeating Crossbow Barrage (R10, weapon) vs R's AC: r(19) +10 +2 (CA) = 31. Hit. 4/2 (swarm) = 2 damage to R and R grants combat advantage until the end of the crossbowmen's next turn.
* Move: 3 sq to P23.
LOCATION: K24, N24, N22, Q23
DAMAGE: 4 damage to S. 2 damage to R.
CONDITIONS TO ENEMIES: S and R grant CA UEoMNT.
CURRENT DE/BUFFS: na
The temporal and spatial regions around the ASPECT OF ACAMAR SINGULARITIES flex, bend, fold. What is outside of these regions cannot interact with what lies within. What is inside of these regions cannot interact with what lies without.
AS (N8)
* Standard: NO TARGETS.
Standard Action Close burst 2
Target: All creatures in or within 1 squares of the singularity.
Attack:+6 vs. All
Hit: For each defense hit, the target takes 1d4 damage and is pulled 1 square. If the creature ends within a square of Astral Singularity, it is slowed (SE). Effect: The singularity and all squares adjacent to it are difficult terrain. The singularity fully blocks both line of effect and line of sight.
AS (Q18)
* Standard: NO TARGETS.
Standard Action Close burst 2
Target: All creatures in or within 1 squares of the singularity.
Attack:+6 vs. All
Hit: For each defense hit, the target takes 1d4 damage and is pulled 1 square. If the creature ends within a square of Astral Singularity, it is slowed (SE). Effect: The singularity and all squares adjacent to it are difficult terrain. The singularity fully blocks both line of effect and line of sight.
DAMAGE TO CREATURES: na
CONDITIONS TO ENEMIES: R is in Event Horizon range.
"Be one with our lord" CARDINAL ERBAN, HERALD OF ACAMAR blesses the slain cavalry as they (presumably) join The Corpse Star in some celestial hell after the Singularity swallows them.
Turning his attention to his enemies, the Herald of Acamar calls upon the radiance and tidal forces of The Corpse Star and its accretion disk to assail his enemies!
"Yes, YES, send them to their doom, acolytes of Acamar!"
* Minor: Corpse Star's Illumination (R10, radiant) vs R's Will: r(9) +6 +2 (CA) = 17. Hit. r(4)/2 = 2 radiant damage and R is dazed (SE).
* Standard: Tidal Forces (ABu1 w/in 10, force) targeting sq K21 vs T, R Fort: r(18, 6) +6 (+2 CA vs R) = Hit T and miss R. r(5) - 5 THP = 0 force damage, T slides 2 sq to H23 and grants CA UEoCNT.
* Move: 2 sq to S22.
LOCATION: S22
DAMAGE: 2 radiant damage to R. 5 THP damage to T (now 5 THP).
CONDITIONS TO ENEMIES: R is dazed (SE). T slides 2 to H23 and grants CA UEoCNT.
HP: 92/92
CURRENT DE/BUFFS: 0/1 Action Points. E has has Concealment due to tree.
STARN gets serious about summoning. He performs a number of mystical passes, summoning a Shock Beetle Swarm next to Erban! The terrible electrified magical beetles rip into the Cardinal, as well as a nearby crossbowman. Once the beetles have materialized, Starn incorporates the sigil needed to summon a Dust Devil in the same area. This strange elemental being immediately begins to fill Starn's mind with a view of its surroundings, and he falls to the ground in order to reduce his exposure to attacks and concentrate on the Devil. The fearsome little creature immediately senses the Cardinal nearby and begins pelting him with rocks and debris, causing some serious damage!
* Standard: Shock Beetle Swarm (ABu1 w/in 10, lightning) at square R22 (lightning bolt marker) vs M (Q23) and E Fort: r(19, 15) +8 = 27, 23. Hit both. M (Q23) SLAIN. E takes 9 lightning damage and any enemy that starts turn adjacent to SBS takes 2 lightning damage.
* Minor: Cloak of Resistance Daily; Resist 5 All USoNT.
* Minor: Summon Dust Devil (R10, Summoning) at square R22 (D marker). Starn +2 Speed and +4 defenses vs OA UEoE.
* Dust Devil Intrinsic Attack: CBu1 vs E's Ref: r(8)+8 = 16. Hit. 9 damage to E. TRIGGERS STARN FALLS PRONE.
* End of Turn; can't MBA any allies so takes 3 psychic damage due to Join The Great Devourer and Sate Your Hunger (psychic) Aura 3.
LOCATION: L13
DAMAGE: M (Q23) SLAIN, 18 damage to E.
CONDITIONS TO ENEMIES: E adjacent to Shock Beetle at start of next turn (2 lightning damage)
HP: 21/32 DD 13/16
CURRENT CONDITIONS: Prone
CURRENT BUFFS: +2 Speed and +4 defenses vs OA UEoE, Resist 5 All UEoE.
E 74/92 Adjacent to Shock Beetle Swarm
TERJON presses the attack, running past the crossbowman he'd brained, and into one of Starn's runic circles. He closes his eyes and hopes the circle's blessing worked, as he plows into a group of enemies. Terjon's mace strikes one crossbowman, and a searing light engulfs the other. "We have them!"
* Move: To K21.
* Minor: Activate Runic Circle, turning his MBA into a Close Burst 1 that deals radiant damage UtEoNT.
* Standard: Charging to M23 (M at K24 does not have melee weapon equipped for OA), attacking M at N24 (and N22, since it's a Close Burst 1 MBA). r(6)+8+1 = 15 vs. AC 15. Hit M at N24. r(10)+8+1 = 19 vs AC 15. Hit M at N22. M (N22), M (N24) SLAIN.
LOCATION: M23
DAMAGE: M (N22), M (N24) SLAIN
CONDITIONS TO ENEMIES: na
HP: 41+5 temporary.
CURRENT DE/BUFFS: Runic Arms; MBA CBu1 w/ radiant tag UEoNT.
PADRAIG feels the pull of the void, but realizes that it's worse when resisted. He tries to shake off the dizzyness he feels, but can't quite clear his head. Hopefully, he can focus enough for one task.
"HOLD!" he tells his men, and he's impressed by their discipline, staying just at the edge of annihilation and resisting the urge to break and run. Javelins at the ready, they look to him for orders, which he happily gives. "JAVELINS!" They loose their weapons at the last of the nearby crossbowmen, putting him down.
* Starts turn: dazed
* Standard: Javelin Volley. Close Burst 5 vs. REF 16. M(K24) r(16) +6 = 22. Hit. M(K24) SLAIN.
* End of Turn: Saving throw vs. Dazed - r(6) FAILED.
LOCATION: L21
DAMAGE: M(K24) SLAIN.
CONDITIONS TO ENEMIES: na
HP: 37
CURRENT DEBUFFS/BUFFS: Dazed (SE)
The temporal and spatial regions around the ASPECT OF ACAMAR SINGULARITIES flex, bend, fold. What is outside of these regions cannot interact with what lies within. What is inside of these regions cannot interact with what lies without.
AS (N8)
* Standard: NO TARGETS.
Standard Action Close burst 2
Target: All creatures in or within 1 squares of the singularity.
Attack:+6 vs. All
Hit: For each defense hit, the target takes 1d4 damage and is pulled 1 square. If the creature ends within a square of Astral Singularity, it is slowed (SE). Effect: The singularity and all squares adjacent to it are difficult terrain. The singularity fully blocks both line of effect and line of sight.
AS (Q18)
* Standard: NO TARGETS.
Standard Action Close burst 2
Target: All creatures in or within 1 squares of the singularity.
Attack:+6 vs. All
Hit: For each defense hit, the target takes 1d4 damage and is pulled 1 square. If the creature ends within a square of Astral Singularity, it is slowed (SE). Effect: The singularity and all squares adjacent to it are difficult terrain. The singularity fully blocks both line of effect and line of sight.
DAMAGE TO CREATURES: na
CONDITIONS TO ENEMIES: R is in Event Horizon range.
Despite the summonings of Starn forcing him on his heels, CARDINAL ERBAN, HERALD OF ACAMAR remains defiant. "Very well...I commit my servants to your eternal hunger...to oneness with you, my lord".
"If I must, I will see you to The Eternal Maw through my solitary hands alone."
The Herald of Acamar calls upon the radiance and tidal forces of The Corpse Star and its accretion disk to assail his enemies, forcing them hurtling toward his summoned Singularity!
* Start of Turn: 2 lightning damage from Shock Beetle Swarm.
* Standard: Tidal Forces (ABu1 w/in 10, force) targeting sq M22 vs T, R Fort: r(14, 11) +6 (+2 CA vs R) = 20, 19. Hit T and R. r(5) (- 5 THP for T) (+5 Vuln for R) = 0 force damage to T and 10 force damage to R. T slides 2 sq to N21 (Event Horizon range) and grants CA UEoCNT. TRIGGERS SAVING THROW FOR PRONE IN N22; r(3) FAILS. T SLIDES TO N21. R slides 2 sq to O19 (AS CBu2 attack range) and grants CA UEoCNT. TRIGGERS SAVING THROW FOR PRONE IN M21; r(4) FAILS. R SLIDES TO O19.
* Minor: Corpse Star's Illumination (R10, radiant) vs T's Will: r(4) +6 +2 (CA) = 12. Miss.
* Move: 4 sq to U20 (Dust Devil does not have an OA attack).
LOCATION: U20
DAMAGE: 2 lightning damage to E. THP damage to T (now 0 THP). 10 force damage to R.
CONDITIONS TO ENEMIES: R is dazed (SE). T slides 2 to N21 (Event Horizon range) and grants CA UEoCNT. R slides 2 sq to O19 (AS CBu2 attack range) and grants CA UEoCNT
HP: 72/92
CURRENT DE/BUFFS: 0/1 Action Points. E has cover/LoS/LoE obstruction from AS.
STARN sees his opening. He learned in The Grimoire of Within, Without, Here, There, and Nowhere, that the continuity of perturbed spacetime such as these singularities have subtle signatures to them that can be manipulated. He sets his mind, his training, and his magical tome in effort to unfurl the spacetime perturbance!
He realizes he must draw nearer...nearer still. Before he does, he draws forth the enchantment that he embedded in the Winterhaven cobblestones to fortify his magical vestments. He then crawls into the temporal maelstrom, time dilating, space stretching and seizing. He is right next to the thing. Desperate magic words explode from his tongue and the arcana flows from his book to the singularity! That's it! Timespace returns to its normative state!
But it takes all of Starn's effort and concentration to maintain the magic-work which Acamar is desperate to undo!
* Minor: Activate Runic Circle L13; +5 THP and exhausts.
* Move: Crawl (up to 1/2 Speed; 4 sq with Dust Devil Speed buff) 4 sq to O17.
* Standard: Hazard Countermeasure Stunt Unfurl Spacetime Perturbance (Encounter) - Arcana DC 21 (Standard Action; M1): Acamar’s Singularity (Q18) is neutralized UtEoSNT. Sustain Standard. r(9) +13 = 22. Success. WHITE 2 X 2 WHILE NEUTRALIZED. WHILE NEUTRALIZED, THIS AREA IS NORMAL TIMESPACE AND NO LONGER BLOCKS LOS/LOE.
Dust Devil Intrinsic Action: Move up to its speed adjacent to Erban; 4 sq (2 x DT) to T21. TRIGGERS STARN FALLS PRONE (NA; already prone).
End of Turn; Dust Devil takes 3 psychic damage due to Join The Great Devourer and Sate Your Hunger (psychic) Aura 3.
LOCATION: O17
DAMAGE: na
CONDITIONS TO ENEMIES: AS (Q18) neutralized UtEoSNT; Sustain Standard. WHITE 2 X 2 WHILE NEUTRALIZED. WHILE NEUTRALIZED, THIS AREA IS NORMAL TIMESPACE AND NO LONGER BLOCKS LOS/LOE.
HP: 21/32 +5 THP DD 10/16
CURRENT CONDITIONS: Prone
CURRENT BUFFS: +2 Speed and +4 defenses vs OA UEoE, Resist 5 All UEoE.
E 72/92 SINGULARITY (Q18) NEUTRALIZED UEoSNT; SUSTAIN STANDARD.
ROUND 5
TERJON tests the strength of the dark portal's arcane pull, feels the way to seems to pull harder the more he strains away from it. He sees Erban, the corrupt clergyman, shuffling like a coward just out of reach of the fray. Or so thinks! Terjon's body isn't what it once was, but his mind is still sharp as any blade. He steps, then jogs, then sprints, feeling like a fish on a line, his path swinging around the singularity, crashing through trees and just within reach of the cardinal. "Atone now," he cries, swinging his mace, "while you still can!"
Terjon's knighthood helps him fights the psychic forces that assail him as he nears the Cardinal, but he pays a price nonetheless!
* Move: To R21 (now in E's Aura JtGD)
* Standard: Charge to T20, attacking Erban with MBA. r(12)+8+1 = 21 vs. AC 17. Hit. r(7)+5 = 12 radiant damage and E is marked UtEoTNT.
* End of Turn; can't MBA any allies so takes 3 psychic damage due to Join The Great Devourer and Sate Your Hunger (psychic) Aura 3.
LOCATION: T20
DAMAGE: 12 to Erban
CONDITIONS TO ENEMIES: na
HP: 38
CURRENT DE/BUFFS: Erban is marked until the end of Terjon's next turn. In E's aura 3; The aura is difficult terrain for enemies. An enemy that ends its turn in the aura must make a basic attack against its nearest ally as a free action or take 3 psychic damage.
PADRAIG watches as the void looming above him and his men wavers. “Clever wizard,” he mutters. Knowing they may only have moments, he scrambles forward. “With me, Regulars!” Together they crawl and claw their way toward the mad priest. He leads them to a small stand of trees, hoping that perhaps it will assist them if the void returns.
He shakes his head and finally manages to clear his thoughts. He gets ready to get his men back onto their feel and into useful formation.
* Recharge Roll for Javelin Volley: r(3)- remains unavailable.
* Move Action: Crawl (1/2 speed while prone) + Run (+2 speed for -5 ATK and grant CA UBoNT) to R23
* Save vs Dazed: r(18). SUCCESS.
LOCATION: R23
DAMAGE: na
CONDITIONS TO ENEMIES: na
HP: 27
CURRENT DEBUFFS/BUFFS: -5 to attack and grant Combat adv due to Run action
The temporal and spatial regions around the ASPECT OF ACAMAR SINGULARITIES flex, bend, fold. What is outside of these regions cannot interact with what lies within. What is inside of these regions cannot interact with what lies without.
AS (N8)
* Standard: NO TARGETS.
Standard Action Close burst 2
Target: All creatures in or within 1 squares of the singularity.
Attack:+6 vs. All
Hit: For each defense hit, the target takes 1d4 damage and is pulled 1 square. If the creature ends within a square of Astral Singularity, it is slowed (SE). Effect: The singularity and all squares adjacent to it are difficult terrain. The singularity fully blocks both line of effect and line of sight.
AS (Q18)
* RENDERED NEUTRALIZED BY STARN; SUSTAIN STANDARED
DAMAGE TO CREATURES: na
CONDITIONS TO ENEMIES: R is in Event Horizon range.
On his heels from the assault of his former knight, CARDINAL ERBAN, HERALD OF ACAMAR shrinks for just a moment with awe at the courage of this mere mortal. That doesn't lost long, however, and the herald of The Corpse Star then swells with outrage like his patron would have done before collapsing in on itself.
"You fool! You were my knight! By my very side you were positioned to usher in the revelations of our lord to all. To see the whole of this world through its deliverance from self!."
Wielding the burning brand of his scepter, he forces the aged, armor-clad Terjon to block and parry the flaming weapon in order to not be turned to conflagration. The cardinal uses this opening to put some distance between himself and his former protector to unleash Acamar's illuminating providence upon Terjon, staggering him!
* Standard: Scepter of the Burning Ring (M1, fire, weapon) vs T's AC: r(17) +8 +2 (CA) = 27. Hit. r(3) +3 = 6 fire damage to T. Effect: The cardinal slides T to S19.
(⚔) Scepter of the Burning Ring (fire, weapon) ✦ At-Will
Attack: Melee 1 (one creature); +8 vs. AC
Hit: 1d6 + 3 fire damage and the target grants combat advantage untill the end of the cardinal's next turn.
Effect: The cardinal can slide the target 1 square.
* Move: 6 sq to U14.
* Minor: Corpse Star's Illumination (R10, radiant) vs T's Will: r(7) +6 +2 (CA) = 15. Hit. r(2) radiant damage and T is dazed (save ends).
LOCATION: U14
DAMAGE: 6 fire damage and 2 radiant damage = 8 total damage to T.
CONDITIONS TO ENEMIES: T slides to S19, grants CA UEoENT and is dazed (SE).
HP: 60/92
CURRENT DE/BUFFS: 0/1 Action Points. Marked by T UEoTNT.
STARN bends his mind to the task of feeling the alien power of Acamar, and containing the singularity, though such close contact with it is highly disturbing. Meanwhile the Dust Devil he summoned continues to bedevil the Cardinal.
* End of Turn. Dust Devil takes 3 psychic damage due to Join The Great Devourer and Sate Your Hunger (psychic).
LOCATION: S in O17, D in U15.
DAMAGE: na
CONDITIONS TO ENEMIES: AS (Q18) neutralized UtEoSNT; Sustain Standard. WHITE 2 X 2 WHILE NEUTRALIZED. WHILE NEUTRALIZED, THIS AREA IS NORMAL TIMESPACE AND NO LONGER BLOCKS LOS/LOE.
HP: 21/32 +5 THP DD 7/16
CURRENT CONDITIONS: Prone
CURRENT BUFFS: +2 Speed and +4 defenses vs OA UEoE, Resist 5 All UEoE.
E 60/92 Marked by T UEoTNT SINGULARITY (Q18) NEUTRALIZED UEoSNT; SUSTAIN STANDARD.
ROUND 6
TERJON stifles a roar, frustrated by this wretched enemy, as slippery as he is corrupt. His thoughts tangled in a net of pain and sorcery, he puts his head down and charges Erban. "You leave us no choice!" he says swinging with everything he's got.
* Start of Turn: Dazed.
* Standard: Charge to V15, attacking Erban with MBA. r(20)+8+1 = 29 vs. AC 17. Critical hit. 8+5 = 13 radiant damage.
* End of Turn: Saving throw vs dazed; r(5). Fail. 3 psychic damage due to Join The Great Devourer and Sate Your Hunger (psychic) Aura 3.
LOCATION: V15
DAMAGE: 13 to Erban
CONDITIONS TO ENEMIES: Erban is marked UEoTNT.
HP: 27
CURRENT DE/BUFFS: Terjon grants CA UEoENT and is dazed (SE).
PADRAIG'S REGULARS form up, finally free of the void and any other debility. “Let’s remind this bastard who he’s facing! CHARGE!” he cries and leads them across the battlefield.
They rush the mad priest and attack. Padraig takes great pleasure in seeing the Erban’s blood on his spear.
* Recharge Javelin Volley: r(2), still unavailable
* Move Action: move to S17
* Standard Action: Charge to T14 and MBA vs Erban’s AC 17: r(13) + 8 +1 = 22. Success. Damage: r(6) + 5 = 11
* End of Turn: 3 psychic damage due to Join The Great Devourer and Sate Your Hunger (psychic) Aura 3.
Location: T14
Damage: 11 to Erban
Conditions to enemies: na
HP: 24
BUFFS/DEBUFFS: Flanking Erban with Terjon
The temporal and spatial regions around the ASPECT OF ACAMAR SINGULARITIES flex, bend, fold. What is outside of these regions cannot interact with what lies within. What is inside of these regions cannot interact with what lies without.
AS (N8)
* Standard: NO TARGETS.
Standard Action Close burst 2
Target: All creatures in or within 1 squares of the singularity.
Attack:+6 vs. All
Hit: For each defense hit, the target takes 1d4 damage and is pulled 1 square. If the creature ends within a square of Astral Singularity, it is slowed (SE). Effect: The singularity and all squares adjacent to it are difficult terrain. The singularity fully blocks both line of effect and line of sight.
AS (Q18)
* RENDERED NEUTRALIZED BY STARN; SUSTAIN STANDARED
DAMAGE TO CREATURES: na
CONDITIONS TO ENEMIES: R is in Event Horizon range.
CARDINAL ERBAN, HERALD OF ACAMAR cackles maniacally, a voice deep within him welling up and echoing across the entirety of the remote mountain steading.
"You take me for a coward who would flee the scene of the enshrinement of his master as Devourer of All Time and Space! FOOLS! I've led you in to your death like the spider to the moth!".
The glow of a celestial Elder Evil accretes around the warlock.
"BEHOLD! YOUR FINAL PLUNGE INTO THE MAW OF ACAMAR!"
Everything becomes burning fire and impossibly bright illumination.
* Standard: ᗕ Burning Accretion Disc (Cbu2, creatures, fire, radiant) vs R, D, Ts' Ref: r(11, 17, 16) +6 (+2 CA vs T) = 17, 23, 24. Hit R, D, and T. r(4, 2) +2 (+5 Vuln for R) = 8 fire and radiant damage to D and T and 13 damage to R. D IS UNSUMMONED. STARN LOSES 1 HEALING SURGE.Effect: Any creature that makes a melee attack against the cardinal before the end of the cardinal's next turn takes 5 fire damage. TRIGGERS PADRAIG & REGULARS' ADVANCE AND HEAVE IMMEDIATE REACTION.
Trigger: An enemy within 5 squares of the regulars hits the regulars with a close or area attack.
Effect (Immediate Reaction): The regulars shifts up to 3 squares to a square adjacent to the triggering enemy, javelin volley recharges and the regulars use it as a free action.
* R cannot shift due to Erban's aura. Javelin Volley (CBla5, 2 enemies) vs. Erban's REF 16: r(13) + 6 = 19. SUCCESS.
Damage: r(9) + 2 = 11.
PADRAIG watches as Erban's unholy fire scorches his REGULARS. But the mad priest has underestimated them. "Reposition!" he cries, and his men don't hesitate. They attempt to scramble around Erban, seeking to cut off any chance of his escape, but the terrible voices that haunt the Herald of Acamer's presence assail them mind and body, halting them in their tracks. "JAVELINS!" again the men unleash a deadly volley.
It's not enough to bring the priest down. Whatever unholy power this Acamar is granting him, it's enough to keep Erban on his feet.
ᗕ Burning Accretion Disc (fire, radiant) ✦ Recharge when first bloodied
Attack: Close burst 2 (creatures in the burst); +6 vs. Reflex
Hit: 2d6 + 2 fire and radiant damage.
Effect: Any creature that makes a melee attack against the cardinal before the end of the cardinal's next turn takes 5 fire damage.
* Move: Shift 1 sq to V13.
* Minor: Corpse Star's Illumination (R10, radiant) vs R's Will: r(7) +6 -2 (Terjon mark) = 11. Miss.
LOCATION: V13
DAMAGE: 8 fire and radiant damage to D and T and 13 damage to R. D IS UNSUMMONED. STARN LOSES 1 HEALING SURGE. 11 damage incoming to E.
CONDITIONS TO ENEMIES: Any creature that makes a melee attack against the cardinal before the end of the cardinal's next turn takes 5 fire damage. Both R and T in Join The Great Devourer and Sate Your Hunger (psychic) Aura 3.
HP: 25/92
CURRENT DE/BUFFS: 0/1 Action Points.
STARN feels the Dust Devil begin to disintegrate under the constant psychic barrage from the corrupt cleric. As it finally gives up its life the backlash hits him hard, and he spits blood. Realising that the Cardinal will escape at any moment, and may take down Ernest Padraig on his way out, Starn gives up controlling the singularity and crawls rapidly forward, then unleashes his Beguiling Strands on Erban. The evil cleric is forced backwards into the arch of the town gate, away from Padraig. Starn knows the singularity will flare up again soon, and braces himself.
* Move: Crawl to R15.
* Standard: Beguiling Strands (CBla5, enemies, psychic) vs E's Will: r(14) +8 -2 (prone)= 20. HIT. 6 psychic damage to E, and pushes him to square W12.
* End of Turn: Acamar Singularity (Q18) comes back online.
LOCATION: R15
DAMAGE: 6 psychic damage to E
CONDITIONS TO ENEMIES: E pushed to W12.
HP: 13/32
CURRENT DE/BUFFS: Prone, in Acamar Singularity (Q18).
E 19/92 Marked by T UtEoTNT
ROUND 7
Coming undone, his flesh blackening under his armor and blood coming up in coughs, TERJON's mind is shutting down, muscle memory taking over—he understands nothing but the fight. "May Pelor bless us. Even you!!" he screams, staggering toward Erban one last time. Stepping into the flames and terror whipping around the sorcerer, the old knight can't see his mace land, but he feels it, and allows himself a red-toothed laugh.
* Starts Turn: Dazed.
* Standard: Charge to W13, attacking Erban with MBA Valiant Mace (M1, radiant, weapon). r(13)+8+1 = 22 vs. AC 17. Hit. r(5)+5 = 10 radiant damage and T marks E UtEoTNT. TRIGGERS Terjon takes 5 fire damage from E's Burning Accretion Disk.
* End of Turn: Saving throw vs dazed; r(9). Fail. T takes 3 psychic damage from E's Join The Great Devourer and Sate Your Hunger (psychic) Aura 3.
LOCATION: W13
DAMAGE: 10 to Erban
CONDITIONS TO ENEMIES: Erban is marked UEoTNT.
HP: 11
CURRENT DE/BUFFS: Terjon is dazed (SE).
PADRAIG orders his men forward. This is it, he realizes. They'll plunge into the flame that swirls about Erban, and it will be their end or his. Or perhaps both. "FORWARD, MEN!" he cries, putting as much strength into his voice as he can.
The Regulars rush in, spears raised! Several pierce him, eliciting unholy screams that will haunt Padraig for the rest of his days.
Erban simply smiles at them, blood bubbling from his lips and leaving his teeth stained red. His body is broken, but he's somehow still alive.
* Move Action: move to V13
* Standard Action: Spear Assault, vs. Erban's AC 16- r(10) + 8 = 18. SUCCESS. Damage: r(3) + 5 = 8
* End of Turn: 3 damage due to E's aura.
LOCATION: V-13
DAMAGE: 8 to Erban
CONDITIONS TO ENEMIES: Swarm Attack Aura on E, -2 penalty to AC and Reflex until the end of its next turn
HP: 6
CURRENT DE/BUFFS: In E's Aura.
The temporal and spatial regions around the ASPECT OF ACAMAR SINGULARITIES flex, bend, fold. What is outside of these regions cannot interact with what lies within. What is inside of these regions cannot interact with what lies without.
AS (N8)
* Standard: NO TARGETS.
Standard Action Close burst 2
Target: All creatures in or within 1 squares of the singularity.
Attack:+6 vs. All
Hit: For each defense hit, the target takes 1d4 damage and is pulled 1 square. If the creature ends within a square of Astral Singularity, it is slowed (SE). Effect: The singularity and all squares adjacent to it are difficult terrain. The singularity fully blocks both line of effect and line of sight.
AS (Q18)
* Standard: CBu2 vs S's All Defenses: r(3, 12, 14, 6) + 6 = 9, 18, 20, 12. Hit Fort/Ref; r(3, 3) = 6 damage and Starn is pulled 1 sq to R16 and slowed (SE).
DAMAGE TO CREATURES: 6 damage to Starn.
CONDITIONS TO ENEMIES: S is pulled 1 sq to R16 and slowed (SE). S is in Event Horizon range.
"As I go to witness the perfection of absolute void and absolute collective that is our master...SO GO YOU MY FORMER KNIGHT!"
CARDINAL ERBAN, HERALD OF ACAMAR howls in zealous glee as his end draws near and his Elder Evil-fueled powers force Terjon toward the same precipice of demise...
* Begins Turn: In R's Swarm Attack Aura (1).
* Standard: Scepter of the Burning Ring (M1, fire, weapon) vs T's AC: r(14) +8 +2 (CA) -2 (Aura) = 22. Hit. r(1) +3 = 4 fire damage to T. Effect: The cardinal slides T to W14.
* Move: 1 sq to W11.
* Minor: Corpse Star's Illumination (R10, radiant) vs T's Will: TRIGGERS R OA VS E's REF; r(20). CRIT. E SLAIN.
Erban manages one last attack on Terjon before Padraig’s men manage to pin him down. Padraig steps forward and raises his spear. “Any last words, Erban?”
The fallen priest sneers. “Acamar will…
”He’s silenced as Padraig plunges his spear down a final time.
Terjon imagines himself reaching out to stop Padraig, or throwing himself over the cardinal to protect him. But like all men he is weak, and full of regrets. He watches the execution, stone-faced, and blesses Erban's passing. "May your reaping be clean, and your face turned always away from the dark, and toward the warmth of Pelor's radiant love."
Starn can only watch as Terjon and Padraig's forces finish off Cardinal Erban. As he goes down, transfixed by a spear, Starn feels a pull, a dread presence. His gaze is involuntarily turned to the raging singularity 10 feet from his head. Starn stands up and staggers closer as he feels the force of a mighty will, and an undying gaze peering down at him from infinite and unmappable deeps of time, space, and something else. This is a thing of unimaginable power, and knowledge of things far beyond human perception. Starn realizes what a small and pathetic thing he is in comparison to the mighty Corpse Star, elder brother of Pelor! He realizes his hand is involuntarily rising, moving to touch the surface of the singularity, but then the normal world suddenly reasserts itself, the singularity is gone. Maybe it never even really existed, or was a projection of some sort. Whatever it was, it didn't just fade, it simply WASN'T, hadn't ever been, couldn't be.
Starn is a bit stunned, but soon recovers his poise. Yet in a quiet moment he can still feel it, the thing is still there, just out of reach, just beyond the thin veil of what we call reality. Strange phrases and nonsense words sometimes come to Starn's attention without bidding. Sometimes they seem terribly appropriate, potent, powerful. Starn wonders if this power is something he can use, to turn back against those who harmed his master!
And that...is that!
Conflict over. We have an answer to our Pelorian heresy at this point; Pelor's ancient sibling in binary pair, the Far Realm Elder Evil Acamar, The Corpse Star, The Eternal Maw. We'll see where that leads us with Nimozaran, the tower, and the line of Septarch's in Fallcrest.
I'll tally xp/loot and resolve the situation in Fallcrest in a subsequent post and then we'll move things back to Moonstone Keep in Fallcrest and see where things lead there.
* The old knight seeks to pick up the pieces, but he's unsure where to begin. Winterhaven will no longer feel like "home" to Terjon after this. More importantly, how far this Corpse Star heresy has spread through Pelor's ranks and beyond?
* Lord Ernest Padraig deputizes souls in Winterhaven to handle the affairs of ruling for the next many days so he can formally grieve with his family while deciding what to do about his peoples' rocked faith in Pelor. A cold, mountain redoubt like Winterhaven will not last without belief in the mending, sustaining power of the Sun God.
* STARN MINOR QUEST: Learn the history of the various towers built during the time of Nerath and use the information against to thwart the Cardinal's plans (RESOLVED). 150/3 = 50 xp apiece.
* 300 + 150 x 4 + 38 x 6 = 1128/3 = 376 xp apiece.
After the battle with Erban resolves, Starn participates in cleaning up and securing materials which the attackers possessed. He finds a few minor valuables and ritual components which are useful to him (his share of the loot), and some interesting written material. Being fatigued he brings it back to Vulthrun's archive and gives it to Kira.
Later Starn awakens without really exactly remembering what happened after he brought his findings back. He's in a cot in an unfamiliar room, something that looks halfway between a store room and a guest room, perhaps something used by a servant or as a day bed. His shirt is missing, but his other gear, along with his loot, and Rooter, seems to be present. Befuddled he finds a jug of water and takes a long drink, finding that he was quite thirsty!
As he sits on the edge of the bed the door opens, and Kira enters! Starn is a bit shocked, and feels a little embarrassed at being half naked. She hands him his shirt, and the cloak he hadn't yet missed with a strange smile, but when he reaches for the shirt, she hands him a mirror instead. "Look! I've given you some nice ink."
Starn looks in the mirror and sees that, indeed, blazoned on his chest right above the heart, is a tatoo, the eye of Ioun! He tries, but fails to imagine how all this transpired. If only he could remember, all he can recall is feeling extremely tired and stumbling back, presumably to where he is now, with some books and scrolls. Try as he might though, his mind draws a blank, he must have been very tired!
Feeling confused and a bit embarrassed, Starn simply grabs his shirt and cloak, shoes the girl out, and reestablishes his proper attire, wondering what the significance of the tatoo is, and why she gave it to him.
* Starn acquires a level 4 Tattoo of Arcane Blood.
Property: The first time you're bloodied during an encounter, you deal 3 force damage to the enemy that bloodied you.
Complexity 2 SC, Level 3 (DCs 9/13/21) Goal: Having secured the safety of the merchants and ex-cultist boy as witnesses, along with the Sehanine priest Ressilmae who has heard their testimony in the bailey courtyard of Moonstone Keep, convincethe Markelhays to act against Armos Kamroth and The Elect. 5/6 Successes/0 Failures/0 Hard DC Available/0 Secondary Skills Available/0 Advantages available due to Sehanine Priest Ressilmae Starlight/Primary Skill Training exhausted; Religion; Intimidate; Perception; Diplomacy; Stealth
Despite her best attempts to disguise it,Lady Markelhay takes in the most grisly implications of Vorn's testimony with a wince. Once done, she dismisses him to hear from Ressilmae and the aggrieved folk the heros brought to Moonstone Keep to testify against Armos Kamroth.
Before she shuts the door, she places a kind hand on Vorn's shoulder. "Redfletch is a good nom de guerre. I'm sure Lorekeeper Seekingstone would love to hear the tale of its choice. Speaking of our good lorekeeper, he seemed rather flushed before he left."
She looks with eyes hardened a hair into Vorn's own, "...as did your companion...perhaps you might track them down?...something tells me you will find one where the other is..."
PAUSING THE ABOVE CONFLICT, @hawkeyefan and @Grendel_Khan . The above obstacle is for the below conflict. Lief was rather delayed in getting through Lorekeeper Seekingstone's door. The failure for what lies within will be perilous. We'll get to that situation soon enough, but first, can Vorn either use his wits/innate understanding of such structures/intelligence/or tracking prowess to locate the site of this brewing conflict? Fail here and (a) Vorn isn't onsite when stuff goes down and (b) I'm increasing the threat level of the situation Lief faces along with the cost for Lief's prior failure to timely get into Lorekeeper Seekingstone's chambers. MEDIUM DCto locate them and arrive on site.
Complexity 1 SC, Level 3 (DCs 9/13) Goal: Convince the Markelhays there is at least one Elect spy in their midst. 2/4 Successes/1 Failures/0 Hard DC Available/1 Secondary Skills available/0 Advantages available/Primary Skill Training exhausted; Insight, Stealth, Thievery
Vorn takes Lady Markelhay's words to heart. "I'll find them, my lady," he assures her and then sketches an awkward bow before he leaves.
Unfamiliar with the keep's layout, he's unsure where the Lorekeeper may have headed. He only knows the route he took to get to Lady Markelhay. A keep shouldn't be that different from tracking someone in a busy city district, or out in the wild, he tells himself. He just has to look for different signs, listen for different cues. He looks about and sees they are not in the immediate vicinity.
He begins to make his way down the corridor, walking quietly, listening for any sound that seems out of place. Faintly, he hears what sounds like someone heavily knocking on a door. He moves toward it, making his way through the stone halls. He sees a pair of servants passing, and sees their furtive glances back toward the source of the sound. It's louder now, definitely something out of the ordinary. It sounds more like someone chopping wood than knocking on a door.
He breaks into a run, following the sounds. The echos are louder now, he's close. Suddenly they stop as he rounds a corner. He's just in time to see Lief springing through a shattered door into a chamber within. The shifter is clearly ready for violence, so Vorn gets ready.
_____________
Intent: To track Lief and the Lorekeeper back to the Lorekeeper's chambers
Primary Skill: Perception vs. MED DC 13. r(14) + 9 = 23. SUCCESS
_____________
Complexity 1 SC, Level 3 (DCs 9/13) Goal: Convince the Markelhays there is at least one Elect spy in their midst. 3/4 Successes/1 Failures/0 Hard DC Available/1 Secondary Skills available/0 Advantages available/Primary Skill Training exhausted; Insight, Stealth, Thievery, Perception
Complexity 1 SC, Level 3 (DCs 9/13) Goal: Convince the Markelhays there is at least one Elect spy in their midst. 3/4 Successes/1 Failures/1 Hard DC Available/1 Secondary Skills available/0 Advantages available/Primary Skill Training exhausted; Insight, Stealth, Thievery, Perception
* The mechanical consequence I'm meting out for Lief's failure is I'm taking a HARD DC for the SC and I'm deploying it now.
Lief pours through the broken threshold like water through a sluice gate.
On the far end, a great many paces as the Lorekeeper's chamber is not small, stands the quarry. Lorekeeper Seekingstone stands behind a considerable table of hardwood. Atop it is a basin of oven-fired clay; earth. Within is a shallow reservoir of water and bobbing is oil-drenched fabric just set aflame. He douses the flame with a puff of a deep breath as Lief enters.
Earth. Water. Fire. Wind.
Primal spirit constituents all.
Rising like a vapor above is Lief's totemic ally. The sad, corpse-like stag that ever-stares at him. Ever guides his way. Ever shames him.
"STAY BACK," the Lorekeeper screams. "It is now caged within sorcerous construct. Draw one step nearer and I will quench the life from your spirit totem. You are such an unlearned fool that you don't even know that should I snuff your primal tether, you will pay dearly!
Vorn turns the corner in time to hear this threat and see Lief lope like an animal into Loremaster Seekingstone's chamber.
He's not kidding. If it perishes I'm afflicting you with a gnarly disease at Stage 1.
If you fail to stop him on this move here, we're going to a difficult combat with a nested SC to save the Totemic Ally.
LIEF starts coughing, stumbling red-faced into the room as he hacks and wheezes, clutching his throat. Did the sorcerer's ritual work too well? The shifter's eyes are wide and bloodshot, staring in horror at Seekingstone, he tumbles to the floor...
and takes that momentum into a sudden roll. Springing up alongside the Loremaster, Lief presses his claws against the man's throat. "Should we quench each other?" he hisses into Seekingstone's wizened ear in primordial. "Think you can cut my tether before I cut yours?"
Intent: Convince Seekingstone his spell is already killing Lief in order to get close enough to turn this into a true standoff.
Secondary: Bluff for +2 bonus on Primary skill roll. r(14)-1 = 13 vs. Easy DC 9. Success.
Primary: Acrobatics. r(7)+12+2 = 21 vs. Hard DC 21. Success!
Complexity 1 SC, Level 3 (DCs 9/13) Goal: Convince the Markelhays there is at least one Elect spy in their midst.
4/4 Successes/1 Failures/0 Hard DC Available/0 Secondary Skills available/0 Advantages available/Primary Skill Training exhausted; Insight, Stealth, Thievery, Perception; Acrobatics
@Grendel_Khan , the culmination of this conflict is the lynchpin for both of the two Minor Quests below (which I'm giving credit for now). Please give us a brief vignette on the post-conflict resolution of each of these:
Lief Minor Quest: Warn Lady Markelhay about the Elect in her midst.
Lief Minor Quest: Ingratiate himself with Loremaster Seekingstone, to find out why the Elect had Lief kidnap his apprentice.
@hawkeyefan , feel free to provide any input via our "posts" channel on this subject where Vorn helps Lief along here with The Lady of Moonstone Keep.
1) Lady Markelhay is made aware of the Elect in her midst. Did she already know or is this entirely a surprise to her?
2) Loremaster Seekingstone spills the beans on Renna's kidnapping/assassination. Did his apprentice stumble upon something he shouldn't have and needed to be silenced? Was his death instead part of a rite-of-passage (ether for Renna himself or for Lief)? Something else?
3) Finally (and unrelated to the above), once Seekingstone's ritual is suspended, the capture of your Totemic Ally is neutralized and. free again to erect its will upon this world as it sees fit, the spirit discorporates into nothingness. What is Lief's internalizations about Seekingstone's revelations regarding the totemic ally? Does he believe them? Does he feel more or less connected to it? Does this bring about some kind of fear to protect it or perhaps even to outright exorcise it from Lief?
After the above is resolved, I'll transition things (likely to our other, concurrent conflict...but perhaps to something else pending the above).
XP/LOOT
* 150 (SC) 150 x 2 (MQ x 2) = 450/3 = 150 xp apiece.
* One art object worth 250 coin.
* 1 x Advantage forward into the coming conflict with Armos Kamroth et al.
Lady Markelhay answers a knock at her study door. Loremaster Seekingstone shuffles in, followed closely LIEF, granting the older man the dignity of not being manhandled, but remaining in his personal space, claws bared and ready to drive into his spine at the first sign of arcane mumbling or twitching. VORN steps in last, closing the door behind him.
The shifter and the vigilante wait. Seekingstone's eyes are a trapped animal's, darting around the room. As they settle on Markelhay his shoulders slump. Genuinely embarrassed, too wilted to be petulant or defiant, he stares into the fire and rattles off his crimes, and the crimes he induced others to commit. All in the name of power—not obeisance to or fear of the Hidden Mogul, "another petty spirit costumed as a god," but out of naked ambition and the settling of so many scores, scratched out in journals and carved into his withered heart.
Lady Markelhay listens, not surprised—she knew something was rotten in Fallcrest, and in her keep, but not who. She underestimated this weasel before her, thinking him a prattling scholar. A sorcerer! Now that was news.
Her face betrays none of this—traitors don't deserve honesty.
Lief Minor Quest: Warn Lady Markelhay about the Elect in her midst. RESOLVED
When Seekingstone is done, his skin seeming to sag as his will deflates, Lief speaks up. "Why Renne?" he says. Then, to the Lady, "his apprentice," he explains.
The Loremaster laughs, loud and without mirth, ugly and sharp. "An imbecile. My greatest disappointment. Well, until..." he gestures at his situation, "this. He discovered the plans for the ritual I was helping the Elect with, the great draining of this land's vitality in preparation for the culling. The idiot! The moron! He brought my own evidence to me! Thought he'd found a traitor under our noses. Pathetic!" Seekingtone brushes the air like shooing a fly. "I gave them to him. Said to take him, experiment on him. Turn him into a vessel—an avatar of something greater. Something worthwhile."
Lief swallows bile. His vision swims. He's too ashamed to be angry. He wants the totemic stag to be there, silently judging him, so he'd have something to rage against. But whatever it is—his broken mind, his ruined soul, some sad spirit bound to him for gods knows why—it's too wounded, and so is he. And he doesn't need it anymore. He doesn't need to be nudged or nagged to do what's right.
He only needs to kill them all.
Lief Minor Quest: Ingratiate himself with Loremaster Seekingstone, to find out why the Elect had Lief kidnap his apprentice. RESOLVED
Complexity 2 SC, Level 3 (DCs 9/13/21) Goal: Having secured the safety of the merchants and ex-cultist boy as witnesses, along with the Sehanine priest Ressilmae who has heard their testimony in the bailey courtyard of Moonstone Keep, convincethe Markelhays to act against Armos Kamroth and The Elect. 5/6 Successes/0 Failures/0 Hard DC Available/0 Secondary Skills Available/0 Advantages available due to Sehanine Priest Ressilmae Starlight/Primary Skill Training exhausted; Religion; Intimidate; Perception; Diplomacy; Stealth
Followed by the heroes and those they stewarded to Moonstone Keep, Lady Markelhay, flanked by her bailiff who escorts the manacled former Lorekeeper, leads the procession to the Receiving Hall and her husband.
She deadpans "well, we're going to need a new Lorekeeper."
Her words echo out in the large chamber and find her husbands ears. He sits at the long end of the table, the same place you met him prior. His head rises from the letters he is proofreading and wax-sealing. He says simply, "Come again?"
She regales him the entirety of it.
The back-and-forth teeters this way and that, the pair intensifying their tone in frustration and then drawing back into a more measured approach. Round-and-round they go with Lady Allande desperately trying to impress upon him the seriousness of the charges levied against Kamroth Estate and the evidence lined up against its self-styled Lord; Armos. On the other end of the increasingly hostile conversation, Lord Warden Faren continuously puts forth a more conservative, utilitarian approach to affairs, going on about how Armos Kamroth has bought and now owns more than half of the properties, lenders, debtors, and farms in and around Fallcrest and surely garrisons at least as much security personnel as they, the Markelhays do. Even if all of these charges were true, they can't possibly abruptly make a stand against Kamroth Estate. Such a move should be shrewd, exacting, covert, and most-of-all, slow.
The exchange seems near-to-bursting when the herald calls out from the threshold to the antechamber:
"MASTER LORD AND MADAM LADY! ARMOS KAMROTH WILL WAIT NO LONGER! PREPARE TO RECEIVE HIM!"
What do you do? MEDIUM DC. You only have a moment to break this stalemate before Kamroth and his retinue come in throwing charges around. If you don't resolve things here, convincingly, quickly, the failure will trigger a cascade of HIGH DCs.
LIEF peers at Lord Warden Faren, his head cocking and eyes narrowing as he draws a deep breath. Is that fear in the air? Is this man another gods-damn traitor in our midst? Or worse, a coward, unwilling to stand and die against Kamroth's forces in a hard-fought battle?
Lief watches the steady rise and fall of Faren's breathing, the way his eyes are locked on Lord Markelhay's. This is no spineless rat or fidgeting betrayer. His heart is pumping but so it should—he's trying to save his lord from disaster and death. He's no blowhard, either. This man speaks truth, from a deep well of experience, service, and specific knowledge of the enemy. Faren is right—they can't win on the battlefield.
So the shifter steps forward and lifts a hand for attention, acting too quickly to doubt his own high, childish voice and awkward manner.
"My lord, there are only two options:
Arrest Kamroth right here and now and confine him to the keep until the matter is settled. If he's a hostage his forces can't mobilize for fear of his executed. You'll have the snake by its head."
Lief raises his voice over the din outside and murmur of protest and alarm in the room,"Two, have your men pursue me as a fugitive after I kill Kamroth, in this room. To be clear I'm not asking permission—if you don't arrest him I will cut his throat and flee. But I won't kill your men who come for me or ever retaliate. The blood will be on my hands," he shows his clawed fingers, "not yours."
He manages to bow his head to Lord Markelhay, and steal a glance back at Vorn—who nods, his hand drifting into position on his longbow—as the doors swing open and Kamroth's retinue pour into the chamber.
Intent: Determine whether Lord Warden Faren is right about losing to Kamroth's forces, which would call for drastic, immediate action.
Primary: Insight, r(6)+6 = 12 vs. Medium DC (13). Fail. Using Lucky Charm item's daily power to add 1d6 to a failed skill check—only need one more point, so Success,
Complexity 2 SC, Level 3 (DCs 9/13/21) Goal: Having secured the safety of the merchants and ex-cultist boy as witnesses, along with the Sehanine priest Ressilmae who has heard their testimony in the bailey courtyard of Moonstone Keep, convincethe Markelhays to act against Armos Kamroth and The Elect. 6/6 Successes/0 Failures/0 Hard DC Available/0 Secondary Skills Available/0 Advantages available due to Sehanine Priest Ressilmae Starlight/Primary Skill Training exhausted; Religion; Intimidate; Perception; Diplomacy; Stealth; Insight