A Monk, a Wizard, and a Swordmage Walk into a Fallcrest; a 4e Story Now game

XP/LOOT

* 600/3 = 200 xp apiece.

* Gain 4 x 2 gnoll allies for the coming conflict, as below:

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TERRAIN/MECHANICS

* Illumination
: Full.

* Decayed Tower Abjuration Runoff (Hindering Terrain; sky blue): Runoff and pools of volatile magic from the ancient tower protections litter the battlefield. A stream or pool of it remains calm and mirrorlike until a creature enters it. It then releases the tremendous remnant magic in the form of thunder, blasting a creature in its square and each creature adjacent to that square. The creature takes 5 thunder damage and their attacks gain the thunder keyword until the end of their next turn.

* Ruined Walls (Blocking Terrain): Continuous grey squares of ruined walls offer cover vs attacks of can completely obstruct line of sight/effect.

* Rubble (demarcated by grey outline): Difficult Terrain.

* Time Sink Hazard Level 8 Obstacle XP 350 x 2 (white squares w/ TS)
A mote of swirling time alters the ground. Its featureless surface veils suffocating depths.

Trigger
When a creature enters one of the hazard's squares, the hazard makes the following attack.

Attack
Opportunity Action Melee
Target:The triggering creature
Attack:+11 vs. Reflex
Hit: 1d10 damage, and the target is stunned and takes ongoing 5 damage (save ends).
Miss: Half damage, the target returns to the last space it occupied, and the target is dazed until the end of its next turn.
Aftereffect: When the target saves vs stunned, it returns to the last space it occupied or the nearest sq outside of the hazard.

Countermeasures
Dungeoneer DC 19: A creature adjacent to the hazard can spend a move action to make a DC 19 escape check to pull a trapped creature to an adjacent square out of the hazard, ending the trapped creature's (save ends) condition. On a failure, the assisting creature is pulled up to 2 sq into the hazard and attacked.

* Sphere of Annihilation (SA) (Large aberrant animate, blind, construct, solo, controller): HP 360, AC 22, Fortitude 21, Reflex 17, Will 19, Init +9

* SA conjuration Packlord Simulacrum (M) (Medium aberrant animate, brute, minion, conjuration): 1 HP, AC 20, Fortitude 22, Reflex 20, Will 18, Init Special

* Designate Rooter's Ward. Wargnolls are W. Gnoll Hunters are H. Place Lief (L; H1), Rooter (R: J1), Starn (S: L1), and Vorn (V; E1) in any square in row 1. Roll initiative.

INITIATIVE

Sphere of Annihilation (SA) Instinctive Simulacrum: 27
Vorn (V): 24
Gnoll Hunters (H): 22
Wargnolls (W): 21
Starn (S): 21
Rooter (R): 17
Sphere of Annihilation (SA): 17
Lief (L): 16


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ROUND 1




* (No Action) Starn Monster Knowledge (Dungeoneering) vs Sphere of Annihilation & Packlord Simulacrum: r(18) +9 = 27. Succeeds vs HARD DC.

Sphere of Annihilation
Large aberrant animate (blind, construct)
Level 8 Solo Controller XP 1750
HP 360; Bloodied 180 Initiative +9
AC 22, Fortitude 21, Reflex 17, Will 19 Perception All
Speed 0, teleport 5 Blindsight 10
Immune blinded, disease, gaze effects, poison; Vulnerable 5 force, 10 thunder
Saving Throws +5; Action Points 2

Traits
Accrete
Whenever the sphere reduces an adjacent enemy to 0 hit points, it gains 3 temporary hit points and a +1 power bonus to attack/damage until the end of its next turn.

Action Recovery
Whenever the sphere ends its turn, any dazing, stunning, or dominating effect on it ends.

Instinctive Simulacrum
On an initiative of 10 + its initiative check, the sphere can use a free action to use packlord simulacrum. If the sphere cannot use a free action to take this action due to a dominating or stunning effect, then that effect ends instead of the sphere using packlord simulacrum.

Standard Actions
(⚔) Bend Space (force) ✦ At-Will
Attack: Melee 2 (one creature); +13 vs. AC
Hit: 2d8 + 7 damage, and the sphere teleports the target up to 2 squares.

Temporalspatial Rays ✦ At-Will
Effect: The sphere uses two of the following rays, using each against a different target. This attack does not provoke opportunity attacks.
1. Acamar's Acolyte Ray (charm): Ranged 10; +11 vs. Will; the target is dominated until the end of its next turn.
2. Spatial Rift Ray (teleport): Ranged 10; +11 vs. Fortitude; the sphere teleports the target up to 3 squares.
3. Time Dilation Ray (force): Ranged 10; +11 vs. Reflex; 3d6 + 3 force damage, and the target is slowed (save ends).
4. Accretion Disk Ray (radiant): Ranged 10; +11 vs. Will; 1d6 + 3 radiant damage, and the target is blinded (save ends).
9. Atomize Ray (necrotic): Ranged 10; +11 vs. Fortitude; 1d8 + 5 necrotic damage, and ongoing 7 necrotic damage (save ends). Automatically destroys continuous squares of objects.

Frenzy ✦ Recharge ⚅
Requirement: The sphere must be bloodied
Effect: As Temporalspatial Rays above, except the sphere makes three ray attacks.

Minor Actions
Packlord Simulacrum (conjuration) ✦ At-Will (1/round)
Effect: The sphere conjures a packlord simulacrum in an adjacent square and slides the it up to 3 squares. The packlord simulacrum acts on the sphere's initiative.

Packlord Simulacrum
Medium aberrant animate (blind, conjuration)
Level 8 Minion Brute XP na
HP 1; a missed attack never damages a minion. Initiative Special
AC 20, Fortitude 22, Reflex 20, Will 18 Perception+6
Speed 5 Blindsight 10
Immune blinded, disease, gaze effects poison; Vulnerable 5 force, thunder

Standard Actions
(⚔) Claw (force) ✦ At-Will
Attack: Melee 1 (one creature); +13 vs. AC
Hit: 10 force damage.

Triggered Actions
Spacetime Expulsion (force) ✦ Encounter
Trigger: The simulacrum dies.
Effect: Each enemy adjacent to the spawn takes 3 force damage.

Ath +8




The HEROES execute their plans as The Ruins of Fastormel explode into conflict. Starn directs Rooter to protect Lief as he recalls just such a pitched battle from his accumulated knowledge. Vorn and Lief initiate a stratagem that hurtles Lief into the churn of the melee!

STARN

* Free Action: Strategist's Epiphany; Starn subs History for Initiative modifier.

* Free Action: Designate Rooter's Ward as Lief.

VORN

* No Action: Battlefront Shift; Lief shifts 3 sq to K4. Lief gains a +1 item bonus to AC and Reflex until the end of his next turn (BoFM).

LIEF

* Free Action: Cipher Feature; Lief moves to M10.




INSTINCTIVE SIMULACRUM

From the event horizon of the SPHERE OF ANNIHILATION comes a perfect simulacrum of the gnoll packlord it just absorbed. The conjuration moves exactly as the beastman did in life, closing to melee with a nearby Wargnoll.

* Free Action: SA uses packlord simulacrum. SA spawns the simulacrum in L10 and slides it to K8. The packlord simulacrum acts on the sphere's initiative.

LOCATION: M in K8.




VORN focuses on the sphere of nothingness that hangs in the air. He's not even sure if such a thing can be attacked, but he's unsure what else to do. He scrambles forward behind the crumbling wall, and then leans out to fire from there. He plans on keeping moving, hitting and running, not letting the Sphere get a bead on him.

One arrow strikes home, but the second flies past the target, and Vorn curses his haste.


* Minor: Enter Skirmishing Stance

* Standard: Twin Strike vs. Sphere's AC 22.
r(10) + 14 = 24. SUCCESS. Damage r(5) + r(6) + 3 = 14
r(6) + 14 = 20. MISS.

* Move: 5 sq to C6

LOCATION: C6
DAMAGE: 14 to SA.
CONDITIONS TO ENEMIES: na
CURRENT HP: 61/61
HEALING SURGES: 8/8
CURRENT DE/BUFFS: Skirmishing stance, SA has no Line of Sight/Effect to V due to ruined wall.
AP: 1




The GNOLLS do what gnolls do, with various yips and yaps, they move to slay their prey.

GNOLL HUNTERS

  • Hunter Q3 throws Javelin at M, rolls 1 + 13 = 14 vs AC, misses. Q3 moves to L9.
  • Hunter S6 throws Javelin at SA, rolls 12 + 13 = 25 vs AC, hits for 7 damage.
  • Hunter G7 moves to F10, throws Javelin at SA, rolls 16 + 13 = 29 vs AC, hits for 7 damage.
  • Hunter G5 moves to J8, claw rushes M, rolls 4 + 11 +2 (CA) = 17 vs Ref, misses. shifts to K9 as part of claw rush

WAR GNOLLS

  • W at J7 shifts to K7, flanking W with Hunter now at K9, Bites rolls 4 + 13 +2 (CA) = 19 vs AC, misses
  • W at L5 moves to N10, attacks SA with Bite, rolls 6 +13+2 (CA) = 21 vs AC Misses.
  • W at O5 moves to O10, attacks SA with Bite, rolls 7 +13+2(CA) = 22 vs AC Hits for 8 Damage
  • W at R7 moves to O11, attacks SA with Bite, rolls 19 + 13 +2(CA) = 34 vs AC Hits for 8 Damage

LOCATION: H @ L9, S6, F10, K9. W @ K7, N10, O10, O11
DAMAGE: 30 to SA




STARN concentrates and recalls a charm which may help him. Recalling the required mystical passes, he begins! Strangely Starn finds it easy to tune into the sphere's thoughts. His attack warps its weird view of the world and it lurches sideways, tangling with the nearby temporal snarl.

* Minor Action: Access tome alternate power Charm of the Defender.

* Standard Action: Attack SA with CotD, int vs will. Roll(20)+13 vs 19 will, critical hit. No damage, slide target 3 squares to Hindering Terrain Q13. TRIGGERS SA saving throw to avoid entering hindering terrain, Roll(16)+5=21, SA falls prone at P13. SA is immobilized UEoSNT. UEoSNT, when an enemy starts its turn adjacent to SA, SA makes a melee basic attack against that enemy as a free action w/ a +2 power bonus to the attack roll.

* Move Action: Move to I7.

LOCATION: I7
DAMAGE: na
CONDITIONS TO ENEMIES: SA prone, immobilized in P13. UEoSNT, when an enemy starts its turn adjacent to SA, SA makes a melee basic attack against that enemy as a free action w/ a +2 power bonus to the attack roll.
CURRENT HP: 54/54
HEALING SURGES: 9/9
CURRENT DE/BUFFS: na
AP: 1




ROOTER paws the dirt and takes off after his assigned ward. He uses his momentum to scramble between the legs of the gnolls attacking the horrific sphere and slams into it, gears whining like a pig’s squeal.

* Move: 6 sq to M7

* Standard: Charge to N11 to MBA sphere. r(20)+13 vs. Sphere's AC 22. Critical Hit. Max 23 Damage. Effect: SA is marked until end of Rooter’s next turn.

LOCATION: N11
DAMAGE: 23 to SA.
CONDITIONS TO ENEMIES: SA is marked until end of Rooter’s next turn
CURRENT HP: 88/88
CURRENT DE/BUFFS: na




The PACKLORD SIMULACRUM exchanges in a vicious melee clash with a War Gnoll, felling it in a fury of claws.

The SPHERE OF ANNHILIATION blinks out of existence temporarily and appears a short distance away, the TIME SINK between the Far Realm alien entity and its adversaries. From its event horizon, a pair of rays are ushered. Lief dodges a radiant blast, but, unfortunately, Starn becomes a momentary thrall of Acamar!


M (K8)

* Standard: Claw (M1) vs W (K7); r(11) +13 = 24. HIT. W (K7) SLAIN.

* Move: Shift to J8.

SA

* Move: Teleport 4 sq to T12.

* Minor: Packlord Simulacrum (conjuration): Effect: The sphere conjures a packlord simulacrum adjacent in S10. TRIGGERS CHARM OF THE DEFENDER. SA MBA BEND SPACE (M1, FORCE) vs M (S10); r(7) +13 +2 = 22. HIT. M (S10) SLAIN.

* Standard: Temporalspatial Rays ✦ At-Will. Effect: The sphere uses two of the following rays, using each against a different target. This attack does not provoke opportunity attacks.

1) Acamar's Acolyte Ray (R10, charm) vs S's Will; r(14) +11 -2 (prone) -2 (Rooter marked)= 21. Hit. S is dominated until the end of his next turn.

2) Accretion Disk Ray (R10, radiant) vs L's Will; r(12) +11 -2 (prone) -2 (Rooter marked) = 19. Miss.

LOCATION: T12
DAMAGE: W (K7) SLAIN. Slays its own M (S10).
CONDITIONS TO ENEMIES: S is dominated until the end of his next turn.
CURRENT HP: 316/360 .
CURRENT DE/BUFFS: Prone, immobilized. UEoSNT, when an enemy starts its turn adjacent to SA, SA makes a melee basic attack against that enemy as a free action w/ a +2 power bonus to the attack roll., 2/2 APs




LIEF smiles at the vaguely porcine construct, but doesn't compliment—it's a thing of man, nothing more—as he chases the craven, fleeing (in his opinion) sphere. The shifter splashes right through a pool of arcane runoff. The detonates under him, sending his body buzzing and crackling, the energy flowing into the sphere as Lief barrages it with feet and hands, trying to channel its strange momentum into the wreckage around it.

* Move: Drunken Monkey movement, 7 sq to T10, moving through O10 hazard on the way. Lief takes 5 thunder damage, his attacks gain thunder keyword UtEoLNT.

* Minor: Hunter's Quarry on SA. Lief gains +1d6 damage on an attack UtEoLNT.

* Standard: Drunken Monkey attack on SA w/CA. r(12)+12+2 = 26 vs. Will 19. Hit. r(1+1)+7+10 (thunder) = 19 Damage to SA. Sliding SA to S11 (top right corner), TRIGGERS SA saves to not enter hazard. r(18)+5 = 23. Success, no slide.

* Free: Centered Flurry of Blows, deals 6+10 (thunder) = 16 damage to SA. Sliding SA to S11 (top right corner), TRIGGERS SA saves to not enter hazard. r(5)+5 = 20. Success, no slide.

* 1 AP for Standard: Strike the Avalanche on SA w/CA. r(19)+12+2 = 33 vs. Reflex 17. Success. r(17)+7+10 (thunder) = 34 damage to SA, sliding to R10. SA saves to not enter TS hazard. r(2)+5 = 7. Fail. Slides to S11. TRIGGER: SA enters Time Sink, which makes a melee OA w/CA (prone). r(7)+11+2 = 20 vs. Reflex 17. Hit. r(1) = 1 damage to SA, which is stunned and takes ongoing 5 damage (SE).

* Free: Supreme Centered Flurry of Blows (Daily), shift to S9, deal 6+10 (thunder) = 16 damage to SA. Sliding SA to R11, TRIGGERS SA saves to not enter runoff. r(15)+5 = 20. Success. stays in S11.

LOCATION: S9
DAMAGE: 86 to SA
CONDITIONS TO ENEMIES: SA slid to S11 and is stunned and takes 5 ongoing damage (SE)
CURRENT HP: 56/61
HEALING SURGES: 8/8
CURRENT DE/BUFFS: +1 to AC and Ref UtEoLNT (item bonus for shifting)
AP: 0




SA 230/360 Prone, immobilized. UEoSNT, when an enemy starts its turn adjacent to SA, SA makes a melee basic attack against that enemy as a free action w/ a +2 power bonus to the attack roll. In TS Hazard, stunned and takes 5 ongoing damage (SE). 2/2 APs.

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ROUND 2




INSTINCTIVE SIMULACRUM

The SPHERE OF ANNIHILATION brings its alien intelligence to bear and thwarts the effects of the Timesink.

* Free Action: The sphere can use a free action to use packlord simulacrum. If the sphere cannot use a free action to take this action due to a dominating or stunning effect, then that effect ends instead of the sphere using packlord simulacrum.

Time Sink Aftereffect: When the target saves vs stunned, it returns to the last space it occupies or the nearest sq outside of the hazard. SA returns to T12.

LOCATION: SA in T12.




VORN steps from behind the wall. He sees the Simulacrum of the Packlord and decides to take a shot at that first. He hits, and is satisfied to see it vanish from sight.

He then takes aim and lets loose again, striking the Sphere. He notes its odd movements and behavior... hopefully, this will help him against it.


* Move: 1 square to C7

* Standard: Twin Strike
vs. Simulacrum AC 20. r(12) + 14 = 26. HIT. SIMULACRUM DESTROYED. TRIGGERS SPACETIME EXPULSION (FORCE). STARN TAKES 3 DAMAGE AND H (K9) TAKES 3 FORCE DAMAGE. H (K9) IS SLAIN.
vs. Sphere AC 22. r(15) + 14 - 2 = 27. HIT. damage r(3) + r(8) + 4 = 15.

When the SIMULACRAM is destroyed by Vorn's volley, it explodes in spacetime-unraveling. A similar volley of force staggers the dominated Starn and sends the nearby Gnoll Hunter to the grave.

* Minor: Designate the Sphere as my quarry.

LOCATION: C7
DAMAGE: M (J8) SLAIN. 15 to SA. 3 force to Starn. H (K9 SLAIN).
CONDITIONS TO ENEMIES: SA is quarry
CURRENT HP: 61/61
HEALING SURGES: 8/8
CURRENT DE/BUFFS: Skirmishing stance, Cover against SA.
AP: 1




THE GNOLLS mercilessly harass the Spatial Anomaly regardless of danger, as is the tradition of their kind.

GNOLL HUNTERS
  • H at S6 throws Javelin at SA, rolling 12 + 13 + 2(CA) -2(Prone) = 25 vs AC, hits for 7 damage.
  • H at L9 moves to P14 and throws Javelin at SA, rolling 12 + 13 +2(CA) -2(Prone) = 25 vs AC, hits for 7 damage.
  • H at G5 moves to M5 and throws Javelin at SA, rolling 8 + 13 +2-2 = 21 vs AC, misses.
WAR GNOLLS
  • W at O11 moves to S13 and Bites SA, rolling 9 + 13 + 2 = 24 vs AC, hits for 8 damage.
  • W at O10 moves to T10 and Bites SA, rolling 3 + 13 +2 = 18 vs AC, misses.
  • W at N10 moves to S10 and Bites SA, rolling 5 + 13 +2 = 20 vs AC, misses.
LOCATION: H @ S6, P14, M5. W @ S13, T10, S10
DAMAGE: 22 to SA
CONDITIONS: SA grants CA while adjacent to W.




The momentary puppet of the Sphere, STARN's mind fights the body that betrays him with all he can muster. He attempts to grasp the wrist of the hand holding his tome as it rises toward Lief...he can even see the insubordination in his own mind's own...but its all to no avail.

The ensorcelled book rises and a magic missile flies true, as ever, hammering his shifter friend in the back!

The enchantment suddenly broken, the wizard-apprentice gasps as if coming up from water.


* Start of Turn: Dominated by SA.

* Standard Action: Magic Missile (R20, Force, Autohit) deals 10 force damage to L.

LOCATION: I7
DAMAGE: 10 force damage to L
CONDITIONS TO ENEMIES: SA still prone
CURRENT HP: 51/54
HEALING SURGES: 9/9
CURRENT DE/BUFFS: na
AP: 1




ROOTER stays aggressive, perhaps emboldened by the gnolls surrounding the sphere, perhaps driven by some unknowable subroutine, and gallops through through a pool of arcane runoff on the way to its target. The bang from the disrupted fluid lifts the construct's feet off the ground for a moment and plows straight into the sphere.

* Move: 6 sq to R10 through O10 hazard on the way. Rooter takes 5 thunder damage, his attacks gain thunder keyword UtEoRNT.

* Standard: Rootin Around attack on SA w/CA. r(8)+13+2 = 23 vs. AC 22. Hit. r(7)+7+10 (thunder) = 24 Damage. SA is marked until end of Rooter’s next turn.

* Minor: Snorfle (Recharge) attack on SA w/CA. r(8)+11+2 = 21 vs. Fort 21. Hit. r(8)+7+10 (thunder) = 25 Damage (BLOODIED). SA grants CA until end of Rooter’s next turn.

LOCATION: R10
DAMAGE: 49 to SA (BLOODIED)
CONDITIONS TO ENEMIES: SA is marked and grants CA until the end of Rooter’s next turn
CURRENT HP: 83/88
CURRENT DE/BUFFS: Rooter's Snorfle on Recharge




The PACKLORD SIMULACRUM exchanges in a vicious melee clash with Rooter and then becomes a spacetime bomb as the SPHERE OF ANNHILIATION fires a ray into its back, detonating the conjuration! The surrounding gnolls are laid to waste by the explosion!

The alien sphere then blinks out of existence temporarily and appears a short distance away. A frenzy of rays furiously fire from the orb's alien depths, dominating Rooter, imposing an alternate timeline upon Life which slows his limbs, and a necrotic ray that threatens to befoul Starn's mortal form!


SA

* Start of Turn: Takes 5 OG damage.

* Move: Teleport 4 sq to Q16.

* Minor: Packlord Simulacrum (conjuration): Effect: The sphere conjures a packlord simulacrum adjacent in R14 and slides 3 to S10.

M (S10)

* Standard: Claw (M1, force) vs R's AC: r(4) +13 = 17. Miss.

SA

* Standard: Frenzy (Bloodied) Temporalspatial Rays except for 3 rays, using each against a different target. This attack does not provoke opportunity attacks (Recharge 6).

1) Accretion Disk Ray (R10, radiant) vs M (S10)'s Will: r(12) +11 -2 (R's mark) -2 (prone) = 19. Hit. M (S10) SLAIN. TRIGGERS SPACETIME EXPULSION (FORCE). ROOTER, W (S10), W (T10) TAKE 3 FORCE DAMAGE. W (S10), W (T10) SLAIN.

2) Acamar's Acolyte Ray (R10, charm) vs R's Will: r(20). CRIT. R is dominated until the end of his next turn.

3) Time Dilation Ray (R10, force) vs L's Reflex: r(6) +11 -2 (R's mark) -2 (prone) = 13. Miss.

* Free Action (Action Point for Standard): Temporalspatial Rays ✦ At-Will. Effect: The sphere uses two of the following rays, using each against a different target. This attack does not provoke opportunity attacks.

1) Time Dilation Ray (R10, force) vs L's Reflex: r(16) +11 -2 (R's mark) -2 (prone) = 23. Hit. r(4, 1, 5) +3 = 13 force damage and L is slowed (SE). TRIGGERS VORN Immediate Interrupt: Disruptive Strike vs. Sphere AC 20; r(19) + 14 +2 (CA) = 35. HIT. Damage r(6) + r(4) + 8 = 18 damage and -6 to AS Time Dilation Ray attack = 17. MISS vs LIEF.

VORN watches as the Sphere fires rays off at his friends. He sees it hit Starn, and fires a shot before it can also target Lief. He manages to strike it as it fires, and its ray goes off target.

2) Atomize Ray (R10, necrotic) vs R's Fortitude: r(14) +11 -2 (R's mark) -2 (prone) = 21. Hit. r(6) + 5 damage = 11 necrotic damage and ongoing 7 necrotic damage (save ends).

* End of Turn: Save vs OG 6; r(7) +5 = 12. Success.

LOCATION: Q16
DAMAGE: 5 incoming OG damage + 18 = 23 damage to SA. M (S10), W (S10), W (T10) SLAIN. Rooter takes 3 force damage. Lief takes 13 force damage. Starn takes 11 necrotic damage.
CONDITIONS TO ENEMIES: R is dominated until the end of his next turn. Lief slowed (SE). Starn 7 OG necrotic damage (SE).
CURRENT HP: 143/360.
CURRENT DE/BUFFS: Prone, Frenzy on Recharge, 1/2 APs




LIEF sees the gnolls falling around him and wonders if it was better for them to die like this, on their feet, or on their knees in surrender. Maybe there's no difference, if you lose.

"C'mon, pig!" he yells to Rooter as he sprints after the sphere, skirting the temporal distortion as he leaps into a flying kick.


* Move: 6 sq to Q14.

* Standard: Crane's Wing attack on SA w/CA. r(18)+12+2 (CA) = 32 vs. Fort 21. Hit. r(5+6)+7+10 (thunder) = 28 Damage to SA.

* Free: Centered Flurry of Blows, deals 6+10 (thunder) = 16 damage to SA. Sliding SA to P16 (top right corner).

LOCATION: Q14
DAMAGE: 44 to SA
CONDITIONS TO ENEMIES: SA slid to P16
CURRENT HP: 46/61
HEALING SURGES: 8/8
CURRENT DE/BUFFS: Hunter's Quarry damage bonus ends.
AP: 0




SA 99/360 Prone, marked by Rooter and grants CA UEoRNT. 1/2 APs.

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ROUND 3




INSTINCTIVE SIMULACRUM

From the event horizon of the SPHERE OF ANNIHILATION comes a perfect simulacrum of the gnoll packlord it just absorbed. The conjuration moves exactly as the beastman did in life, flanking a Gnoll Hunter with its creator-entity!

* Free Action: SA uses packlord simulacrum. SA spawns the simulacrum in O14 and slides it to P13. The packlord simulacrum acts on the sphere's initiative.

LOCATION: M in P13.




VORN dashes forward. He knows he has to keep moving to press his advantage, pausing only long enough to aim a shot at the Sphere.

The ball of nothing seems to shiver as he strikes it, and he takes another, striking again!


* Move: 4 squares to G11

* Standard: Spikes of the Manticore vs. Sphere’s AC20
r(11) + 14 = 25. HIT.
Damage r(9 +7) + (5) + (3) + 8 = 32.
r(9) + 14 = 23. HIT.
Damage: r (5) + 8 = 13.

LOCATION: G11
Damage: 45 to SA
Conditions to Enemies: SA is Quarry
Current HP: 61/61
Healing Surges: 8/8
Current De/Buffs: Skirmishing Stance: +2 to AC and REF
AP: 1




Though decimated and anticipating nothing better than death, the GNOLLS redouble their efforts. The remaining warrior plunges deep into the singularity, tearing at its fabric with raw abandon.

  • The remaining warrior at S13 leaps to attack, moving to Q16 and biting, rolls 19 + 13 +2 = 34 vs AC, hits for 8 damage.
  • H at S6 throws a Javelin, rolls 8 + 13 +2 (W's harrier) -2 (prone) = 21 vs AC, misses
  • H at M5 advances to L9, throws a Javelin, rolls 2 + 13 +2 -2 = 15 vs AC, misses
  • H at P14 attacks with Claw Rush, rolls 7 + 11 +2 = 20 vs Ref(17), hits for 7 damage.

Damage: 15 to SA
Conditions to Enemy: CA as long as SA remains adjacent to W at Q16




STARN is angry, and shocked. Realizing he can burn the Sphere more effectively, he moves into one of the nearby crackling pools of magical energy and then hurls a globe of magical force at the Sphere, one charged with Thunder. It smashes into the Sphere, destabilizing it completely and Acamar's aberration from the Far Realm blinks out of our material world with a bass-filled thrum!

* Move: To O7, and takes 5 Thunder damage.

* Standard: Color Orb (R10, radiant) at SA, rolls a 7 + 13 +2(CA from W) -2(Prone) = 20 vs WILL(19), hits for 1d8(8) + 6(int) + 2(implement) = 16 radiant and thunder damage, total 26 damage and SA is dazed until the end of Starn's next turn.

* Free (AP for Standard): Starn fires a Magic Missile at SA, automatic hit for 2 + 6(int) +2(implement) force and thunder damage, total 20 damage to SA. SA DESTROYED.

LOCATION: O7
Damage: 46 to SA. SA DESTROYED.
Conditions to Enemy: SA is dazed UeoSNT
Current HP: 38/59
HS: 9/9
Conditions: none
 
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STARN, VORN, and LIEF gather together on the battlefield as the weird energy of the Singularity still vaguely permeates the air and then fades. The few remaining gnolls gather nearby. Starn lights a fire using some wood scattered nearby along with whatever is in his adventurer's kit. He motions at the gnolls, inviting them to approach.

BOOKKEEPING, XP, LOOT


* PCs take Short Rest, gain Milestone.

* 1750 + 350 x 2 = 2100/4 = 525 xp apiece

* 80 coin.

* 1 PC gains a level 7 or lower magic item (given by one of the gnolls or emerged from the Far Realm "blink" that took that Sphere of Annihilation).

* Players have chosen to immediately engage the gnolls with a social conflict in the aftermath of what just happened.




Complexity 1 SC, Level 8 (DCs 12/196
Goal: Strengthen our bond with the gnolls and find out what happened with to their clan here in The Ruins of Fastormel?
0/4 Successes/0 Failures/0 Hard DC Available/1 Secondary Skills Available/0 Advantages Available/Primary Skills Exhausted:

At Starn's beckoning, the present Alpha (who narrowly survived the terrible Sphere's assailing rays) takes a few hesitant steps forward. After several sniffs, it turns to its remaining clan members, bares its teeth, clicking them and then licking its muzzle. The rest then take house their weapons on their persons and take tentative steps toward the illuminating boundary of the fire.

Meanwhile, Nimozaran's symptoms of possession seem suddenly reduced. His muttering in an impossible tongue has ceased, his eyes don't seem preoccupied with unseen things, and no glyphs crawl on his skin. So, of course, this is the perfect time for him to resume his typical arcane curiosities.

He beckons Hat Eater forward toward one of Fastormel Tower's runoff pools of decaying abjuration magic. The trusty steed obliges him. As he nears it, like a boatman upon a vessel he pulls his staff from his back and begins to test the magical properties and thunderous depths.

"Interesting" he says as his staff plumbs the mercurial, magical stew.

The gnolls don't find it so interesting. Their hackles raise in near unison and they threaten to scatter, clearly fearful that something terrible is about to be unleashed.





What do you guys do? MEDIUM DC.
 

Starn, seeing that the gnolls are apprehensive about Nimozaran goes over and talks to the old man, explaining to him what the pool of runoff does and how its magic works. He then brings the old guy back to the fire and gives him some bread and cheese, spiced with a bit of cantrip.

Medium Arcana check to assuage Nimozaran's curiosity by determining what the pool's magic is, and making his meal tasty with a cantrip. DC19, rolls 18 + 17 = 35. Success.

"Oh, that's some very unique abjuration and protection magic, mixed in with a bit of elemental earth! Probably the material that tower is made of."

Complexity 1 SC, Level 8 (DCs 12/19/26)
Goal: Strengthen our bond with the gnolls and find out what happened with to their clan here in The Ruins of Fastormel?
1/4 Successes/0 Failures/0 Hard DC Available/1 Secondary Skills Available/0 Advantages Available/Primary Skills Exhausted: Arcana
 

Complexity 1 SC, Level 8 (DCs 12/196
Goal: Strengthen our bond with the gnolls and find out what happened with to their clan here in The Ruins of Fastormel?
1/4 Successes/0 Failures/0 Hard DC Available/1 Secondary Skills Available/0 Advantages Available/Primary Skills Exhausted: Arcana

Taking their cue from their new leader, the gnolls relax like a collection of dominoes falling, one-by-one.

In Lief's periphery (or in his mind?...it can be difficult to tell sometimes...), something shimmers and stirs. The voice of the mighty stag spirit betrays its interest in the affairs before them. "See how they move unnaturally. They twitch. They spasm against a presence internal. Their nerves raw as if burned. Does this conflict feel familiar to you?"

A wind briefly blows and, with its passage, the primal presence too fades.

A red squirrel scurries into the former lifeless domain of Fastormel's corpse. Whether intent on scavenging or merely curious, it darts this way and that through the ruination. One of the gnoll hunters abruptly flings a javelin through the air, skewering the poor creature. The gnoll watches it writhe momentarily until the squirrel stops moving. Making no attempt to harvest the creature and make good on the hunt, the hyena-like humanoid simply exhales and looks away.

Though Vorn is not privy to the stag's prodding, he sees this as well.

The Abyssal influence of The Beast of Butchery.

Can their momentary allies truly be turned beyond this demonic scourge?





MEDIUM DC
 
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Vorn is sickened by this wasteful display. He pulls a knife and moves quickly to the skewered squirrel. With a brief prayer, he ends the animal’s suffering, and then pulls the javelin from its body. He flings it away from the gnolls, then goes about cleaning the squirrel.

Throughout, he keeps his back to the gnolls, showing them he is unafraid of them. In truth, though, he’s scared that there is no reasoning with these creatures. That, at best, they can only delay the inevitable confrontation. Vorn looks over to Lief, hoping that he can convey this concern in a quick glance.

Then he quickly resumes cleaning the squirrel, calling for the blessing of Melora
.
—-

Intent: To display the proper ways if hunting, while also showing lack of fear of the gnolls, showing that the proper ways are not the ways of the weak.

Primary: Nature r(9) +12 = 21 vs MED DC 19. SUCCESS.
—-

Complexity 1 SC, Level 8 (DCs 12/19/26)
Goal: Strengthen our bond with the gnolls and find out what happened to their clan here in the Ruins of Fastormel?
2/4 Successes/0 Failures/0 Hard DC Available/1 Secondary Skills Available/0 Advantages Available/Primary Skills Exhausted: Arcana, Nature
 

LIEF looks at each of the gnolls—the ones that stare blankly at Vorn dressing the squirrel, and their leader, strange in affect but eyes not yet glassy and unfocused—and understands. He gives a slight nod to Vorn and steps close to the gnoll leader.

"It's too late for them," he glances past her, toward the other gnolls. "Your hunters are lost. Maybe you'll kill them tonight. Maybe they'll kill you tomorrow. Doesn't matter. There's no getting rid of what's in them. No saving them. But you, we can still talk to."

The shifter points at the spot where the sphere had been, and then across to the tower. "Tell us what happened here and we can try to make their deaths worth it." He shrugs. "Yours too, if you don't purge them soon."


----------------
Intent: Determine whether any of the gnolls can still be reasoned with.

Primary: Insight r(14) +12 = 26 vs Medium DC 19. Success.
----------------



Complexity 1 SC, Level 8 (DCs 12/19/26)
Goal: Strengthen our bond with the gnolls and find out what happened with to their clan here in The Ruins of Fastormel?
3/4 Successes/0 Failures/0 Hard DC Available/1 Secondary Skills Available/0 Advantages Available/Primary Skills Exhausted: Arcana, Nature, Insight
 

Complexity 1 SC, Level 8 (DCs 12/196
Goal: Strengthen our bond with the gnolls and find out what happened with to their clan here in The Ruins of Fastormel?
3/4 Successes/0 Failures/0 Hard DC Available/1 Secondary Skills Available/0 Advantages Available/Primary Skills Exhausted: Arcana, Nature, Insight

The scarlet-maned leader steps back at Lief's offering, a bit wrongfooted by the suggestion.

She growls the word "purge" repeatedly over and over, progressing through increasing inquisitive tone that never arrives at a "eureka" moment. Eventually, she lands on a simple question:

"How does one purge if not through savaging? If not through blood spilled, flesh torn, and heart consumed?"





MEDIUM DC
 

Starn consults with Nimozaran for a few moments, and they decide to attempt to use a Magic Circle to exclude the demonic and possibly the aberrant forces from the gnoll's minds.

Starn explains carefully to the Pack Leader what he and his master are going to do, and earnestly explains that his magic will not harm the hunters in any way. Then Starn and Nimozaran carefully draw a Magic Circle around the hunters, while the Pack Leader sings to them.

Slowly the circle becomes charged with the forces of magical protection, and the connection between the hunters and the Abyssal forces begins to fade. At the last minute the Pack Leader steps into the circle as well, with a look that says she will share her charge's fate, whatever it is.


Magic Circle ritual enacted for 100gp, with the 'Protection from Everything' Option (-5 to the check). Roll is a 17 + 17 Arcana = 34 -5 = 29. Anything below level 19 is totally excluded, and higher level creatures/magic/influences take damage if they attempt to pass.

Complexity 1 SC, Level 8 (DCs 12/19/26)
Goal: Strengthen our bond with the gnolls and find out what happened with to their clan here in The Ruins of Fastormel?
4/4 Successes/0 Failures/0 Hard DC Available/1 Secondary Skills Available/0 Advantages Available/Primary Skills Exhausted: Arcana, Nature, Insight
 

XP, LOOT

* 350/3 = 117 xp apiece

* 60 coin.




The gnolls collectively soften, the Magic Circle creating distance between them and their demonic patron, Yeenoghu, The Prince of Slaughter. Outside the circle, however, there is a real sense of foreboding. The crunch of frozen soil seems firmer beneath the heroes feet. The broken shards of pottery and stone blocks of failed structures feel sharper. The world around them feels like it want to "bite back" for lack of a better description of the sensation.

Yeenoghu, only just getting back his vassals, knows what they have done here today...and despite the reality that it was the heroes that exorcised the gnolls from the thrall of the Far Realm entity...the Lord of Brutality is nonetheless, very_much_not pleased.

Or perhaps it's all in their minds?

Regardless, the softened gnolls tell them the following:

* They make home in the Winterbole Forest, across from vast Lake Nen of which Fastormel is nestled on its southern banks.

* Recently, a voice from the tower beckoned them. The voice was in the guise of Yeenoghu and in the sky, pointing the way, was his sign; the triple-headed flail dripping with blood. Not wanting to disappoint their lord, they followed the sign, believing they come to Fastormel for slaughter. The city, as it had for an age, lay in ruin. However, there was something...the Sphere.

* They came with many. Many more than they see here. An entire clan one hundred strong. These remaining are all that is left. The Sphere consumed them over time...growing larger...stronger. Frightened and unable to fight back, their leaders concluded this was Yeenoghu in strange form and this was his design...their purpose; to be consumed by their lord here upon these ruins.

Others did not believe. Others rebelled. They fled and somehow made it to the shore of Lake Nan. There, a great spirit of water rose up to protect them from pursuit with crashing waves. Those that fled, did so in the night and they don't know if they made the incredible swim across the vastness of the lake, back to their homeland in the northern forest.

Likely not.

Despite the water's help, none have been strong enough or brave enough to speak to the Lake for aid. Though they sense the lake hated The Sphere and hates The Tower...they feared their new master too much.

Though their clan is forever broken, they just want to go home to live under the boughs of Winterbole Forest once again.

The Totemic Ally comes forward once again. It gazes at the water, then at Nimozaran, then back to the water. The spirit fades.

Nimozaran casts his eyes up to the tower's tops. A shadow appears briefly through a mist-obscured window. "It began here," he says quietly.





What now?

* If you want the small remnants of this tribe as a Companion Character (Swarm), we can make it so. However, (a) you will have to keep them perpetually free from Yeenoghu however, via regular ritual protection of his influence. Further, (b) he will not give up his influence so easy. He will set his will against you.
 

LIEF huddles with Starn and Vorn. "We aren't these gnolls' keepers. Or their jailers. I say we let them go back to their demon and their hovels across the lake." He looks out at it. "And that we try to commune with that lake. We're nothing compared to this dead star. We need allies worthy of it."

Lief's curious to see how the living lake responds to Nimozaran—whether it lashes out at him, maybe even rids them of the cursed old man. A blameless solution. Of course he doesn't say so.

VORN nods. “Yes, I’ve a feeling whatever freedom Starn’s granted to these curs will be short-lived at best. Let’s leave them to their fate. If they threaten the Vale again, we can deal with them. “As for this dead star…this Acamar…I admit to feeling small in the face of whatever it is. We’ve managed to fend it off twice now…but its threat seems to loom over us. If we can learn about it, or gain an ally against it, we should try.”

He casts a concerned eye to Lief, and then to Nimozaran…wondering and worrying about whatever connection the old man has to Acamar.

STARN agrees! "If there are forces greater than us who would oppose this foul incursion into our reality, then we should certainly seek them out."

Lief heads back to the gnoll leader to thank her, and formally part ways. He doesn't mention that it would be best if they never saw each other again. Neither does she. The gnoll clicks at her hunters, and they start their long journey home.
 

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