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A Monk, a Wizard, and a Swordmage Walk into a Fallcrest; a 4e Story Now game
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<blockquote data-quote="Manbearcat" data-source="post: 9433616" data-attributes="member: 6696971"><p><strong>Goal (staged)</strong><em>: Rouse the Padraig family from their grief and muster them (5) and Winterhaven itself (8) against Cardinal Erban's heresy and impending coup. <strong>RESOLVED</strong>.</em></p><p></p><p><strong>XP/REWARDS</strong></p><p></p><p>* 375/3 = <strong>125 xp apiece</strong>.</p><p></p><p>* Heroes gain <strong>+2 to Initiative, Padraig and Regulars Companion Character</strong>, and terrain <strong>Winterhaven Militia</strong>, <strong>Starn's Runic Circles of Pelor, Townsfolk </strong>below.</p><p></p><p>----------------------------------------------</p><p></p><p>[SPOILER="Terjon, Knight of Pelor"]</p><p><strong>Terjon, Knight of Pelor</strong></p><p>Medium natural humanoid, human</p><p>Level 3 Soldier (Leader)</p><p>HP 50; Bloodied 25; Healing Surges 1; Surge Value 12 Initiative +3</p><p>AC 19, Fortitude 16, Reflex 15, Will 15 Perception+3</p><p>Speed 5</p><p></p><p>Trait</p><p><strong>Blessed Protector</strong>: Adjacent allies gain +1 power bonus to all defenses.</p><p></p><p>Standard Actions</p><p>(⚔) <strong>Valiant Mace (divine, radiant, weapon)</strong> ✦ At-Will</p><p>Attack: Melee 1 (one creature); +8 vs. AC</p><p>Hit: 1d8 + 5 radiant damage and Terjon marks the target until the end of Terjon's next turn.</p><p></p><p>➶ <strong>By Pelor's Shining Rays, Back Ye (fear, implement, radiant)</strong> ✦ Encounter</p><p>Attack: Close Burst 5 (one creature); +6 vs. Will</p><p>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.</p><p></p><p>Minor Actions</p><p>ᗕ <strong>Healing Word (healing) </strong>✦ 2/Encounter</p><p>Effect: Close burst 5 (one creature in the burst). The target can spend a healing surge.</p><p></p><p>Triggered Actions</p><p><strong>I Am Your Shield</strong> ✦ Encounter</p><p>Trigger: An adjacent ally within 2 squares is hit by an attack and terjon is not included</p><p>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.</p><p></p><p>Skills: Athletics +9, Intimidate +9</p><p>Str 16 (+4) Dex 11(+1) Wis 14 (+3)</p><p>Con 14 (+3) Int 14 (+3) Cha 16 (+4)</p><p>[/SPOILER]</p><p></p><p>[SPOILER="Ernest Padraig and His Regulars"]</p><p><strong>Ernest Padraig and His Regulars</strong></p><p>Large natural humanoid (swarm)</p><p>Level 3 Skirmisher (Leader) XP 150</p><p>HP 49; Bloodied 24; Healing Surges 1; Surge Value 12 Initiative +7</p><p>AC 17, Fortitude 15, Reflex 16, Will 14 Perception +9</p><p>Resist half damage from melee and ranged attacks; Vulnerable 5 against close and area attacks</p><p>Speed 6</p><p></p><p>Traits</p><p>☼ <strong>Swarm Attack</strong> ✦ Aura 1</p><p>Enemies in the aura take a -2 penalty to attack rolls. An enemy that ends its turn in the aura takes 3 damage.</p><p></p><p><strong>Swarm</strong></p><p>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.</p><p></p><p>Standard Actions</p><p>(⚔) <strong>Spear Assault (weapon)</strong> ✦ At-Will</p><p>Attack: Melee 1 (one creature); +8 vs. AC</p><p>Hit: 1d8 + 5 damage, and the target takes a -2 penalty to AC and Reflex until the end of its next turn.</p><p></p><p>ᗕ <strong>Javelin Volley (weapon)</strong> ✦ Recharge ⚄ ⚅</p><p>Attack: Close blast 5 (two enemies in the blast); +6 vs. Reflex</p><p>Hit: 2d6 + 2 damage.</p><p>Effect: The regulars shift 1 square.</p><p></p><p>Minor Actions</p><p><strong>Form Up!</strong> ✦ Encounter</p><p>Target: Close burst 5 (the regulars and allies in the burst)</p><p>Effect: The target gains 5 temporary hit points and shifts 2 squares.</p><p></p><p>Triggered Actions</p><p><strong>Advance and Heave</strong> ✦ Encounter</p><p>Trigger: An enemy within 5 squares of the regulars hits the regulars with a close or area attack.</p><p>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.</p><p></p><p>Skills: Athletics +9, Perception +9</p><p>Str 16 (+4) Dex 14(+3) Wis 16 (+4)</p><p>Con 13 (+2) Int 13 (+2) Cha 14 (+3)</p><p>[/SPOILER]</p><p></p><p>[HR][/HR]</p><p></p><p><em>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:</em></p><p><em></em></p><p><em>"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."</em></p><p><em></em></p><p><em>Cardinal Erban shoots back without a moment's hesitation.</em></p><p><em></em></p><p><em>"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."</em></p><p><em></em></p><p><em>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.</em></p><p><em></em></p><p><em>Let me show you..."</em></p><p><em></em></p><p><em>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.</em></p><p><em></em></p><p><em>As everyone gawks, Erban's minions charge!</em></p><p></p><p>[HR][/HR]</p><p></p><p>* <strong>Illumination</strong>: Full.</p><p></p><p>* <strong>Aspect of Acamar's Singularity (AS on map at altitude ^1)</strong></p><p></p><p></p><p>* <strong>Winterhaven Militia (White, Zone)</strong>: 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).</p><p></p><p>* <strong>Starn's Runic Circles of Pelor (Yellow, Fantastic Terrain Stunt; exhausts)</strong>:</p><p></p><p><strong>Armor</strong>: Minor Action. Effect: A hero within a runic circle gains Resist 5 fire and radiant damage UtEoNT.</p><p></p><p><strong>Arms</strong>: Minor Action. Effect: A hero within a runic circle MBA turns into a Close Burst 1 and deals radiant damage UtEoNT.</p><p></p><p>* <strong>Townsfolk (White T, Fantastic Terrain; exhausts)</strong>: 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.</p><p></p><p>* <strong>Trees</strong>: 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.</p><p></p><p>* <strong>Fieldstone Wall (Column W)</strong>: Blocking Terrain.</p><p></p><p>*<strong> Cardinal Erban, Herald of Acamar (E) </strong>(Medium aberrant humanoid, controller, elite): HP 92, AC 17, Fortitude 13, Reflex 15, Will 16, Init +2</p><p></p><p>*<strong> Cardinals' Cavalry (C) x 2 </strong>(Large natural humanoid, swarm, mount, skirmisher, standard): HP 48, AC 17, Fortitude 17, Reflex 14, Will 13, Init +5</p><p></p><p>*<strong> Cardinal Erban's Crossbowmen (M) x 6 </strong>(Medium natural humanoid, artillery, minion): 1 HP, AC 15, Fortitude 13, Reflex 16, Will 14, Init +5</p><p></p><p>* <strong>Place heroes</strong> in an available square <strong>between rows 10-15 and columns E-K (large units refer to top right square of 2 x 2 space) </strong>and <strong>roll initiative: Starn (S) K13. Ernest Padraig and His Regulars (R) K12. Terjon (T) J13.</strong></p><p><strong></strong></p><p><strong>INITIATIVE</strong></p><p><strong>Cardinals' Cavalry (C): 18</strong></p><p><strong>Terjon (T): 16</strong></p><p><strong>Ernest Padraig and His Regulars (R): 13</strong></p><p><strong>Cardinal Erban's Crossbowmen (M): 13</strong></p><p><strong>Aspect of Acamar's Singularity (AS): 13</strong></p><p><strong>Cardinal Erban, Herald of Acamar (E): 7</strong></p><p><strong>Starn (S): 6</strong></p><p></p><p>[ATTACH=full]376543[/ATTACH]</p><p></p><p><strong><em>ROUND 1</em></strong></p><p></p><p>[HR][/HR]</p><p></p><p><strong>Starn Monster Knowledge (No Action) Dungeoneering vs Cardinal Erban: </strong>r(10) +6 = 16. Succeeds Medium but fails Hard DC.</p><p></p><p><strong>Cardinal Erban, Herald of Acamar</strong></p><p>Medium aberrant humanoid</p><p>Level 3 Elite Controller XP 300</p><p>HP 92; Bloodied 46 Initiative +2</p><p>AC 17, Fortitude 13, Reflex 16, Will 15 Perception+2</p><p>Speed 6, Saving Throws +2; Action Points 1</p><p>Keywords: fire, force, radiant, psychic, weapon</p><p></p><p>Traits</p><p>☼ <strong>Join The Great Devourer and Sate Your Hunger (psychic) </strong>✦ Aura 3</p><p>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.</p><p></p><p>Standard Actions</p><p>(⚔) <strong>Scepter of the Burning Ring (fire, weapon)</strong> ✦ At-Will</p><p>Attack: Melee 1 (one creature); +8 vs. AC</p><p>Hit: 1d6 + 3 fire damage and the target grants combat advantage untill the end of the cardinal's next turn.</p><p>Effect: The cardinal can slide the target 1 square.</p><p></p><p>➶ <strong>Tidal Forces (force)</strong> ✦ At-Will</p><p>Attack: Area Burst 1 within 10 (creatures in burst); +6 vs. Fort</p><p>Hit: 1d6 force damage, and the target slides 2 squares and grants combat advantage until the end of the cardinal's next turn.</p><p></p><p>ᗕ <strong>Burning Accretion Disc (fire, radiant)</strong> ✦ Recharge when first bloodied</p><p>Attack: Close burst 2 (creatures in the burst); +6 vs. Reflex</p><p>Hit: 2d6 + 2 fire and radiant damage.</p><p>Effect: Any creature that makes a melee attack against the cardinal before the end of the cardinal's next turn takes 5 fire damage.</p><p></p><p>Minor Actions</p><p>➶ <strong>Corpse Star's Illumination (radiant)</strong> ✦ At-will</p><p>Attack: Ranged 10 (one creature granting combat advantage); +6 vs. Will</p><p>Hit: The target takes 1d6 radiant damage and is dazed (save ends).</p><p></p><p></p><p>------------------------</p><p></p><p><strong>Starn Monster Knowledge (No Action) Nature vs Cardinals' Cavalry: </strong>r(6) +1 = 7. Fails Medium DC.</p><p></p><p><strong>Cardinal's Cavalry * 2</strong></p><p>Large natural humanoid (mount)</p><p>Level 3 Skirmisher XP 150</p><p>HP 48; Bloodied 24 Initiative +5</p><p>AC 17, Fortitude 17, Reflex 14, Will 13</p><p>Resist half damage from melee and ranged attacks; Vulnerable 5 to close and area attacks.</p><p>Speed 7</p><p></p><p>Traits</p><p>☼ <strong>Trampling Swarm (mount)</strong> ✦ Aura 1</p><p>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.</p><p></p><p><strong>Swarm</strong></p><p>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.</p><p></p><p>Standard Actions</p><p>(⚔) <strong>Cavalry Charge (weapon)</strong> ✦ At-Will</p><p>Attack: Melee 2 (one creature); +6 vs. Reflex</p><p>Hit: 1d10 + 4 damage, slides the target 1 sq and the cavalry shift 1 square.</p><p></p><p>Triggered Actions</p><p><strong>Last Stand</strong> ✦ Encounter</p><p>Trigger: The cavalry is reduced to 0 hit points</p><p>Attack (No Action): Close Burst 1 (enemies in the burst); +8 vs AC</p><p>Hit: 1d10 +4 damage.</p><p></p><p>-----------------------</p><p></p><p><strong>Starn Monster Knowledge (No Action) Nature vs Cardinals' Crossbowmen: </strong>r(20) +1 = 21. Succeeds High DC.</p><p></p><p><strong>Cardinal Erban's Crossbowmen * 6</strong></p><p>Medium natural humanoid</p><p>Level 3 Minion Artillery XP 38</p><p>HP 1; a missed attack never damages a minion. Initiative +5</p><p>AC 15, Fortitude 13, Reflex 16, Will 14 Perception+3</p><p>Speed 6</p><p></p><p>Standard Actions</p><p>(⚔) <strong>Handaxe (weapon)</strong> ✦ At-Will</p><p>Attack: Melee 1 (one creature); +8 vs. AC</p><p>Hit: 5 damage.</p><p></p><p>(➶) <strong>Repeating Crossbow Barrage (weapon) </strong>✦ At-Will</p><p>Attack: Ranged 10 (one creature); +10 vs. AC</p><p>Hit: 4 damage and the target grants combat advantage until the end of the crossbowmen's next turn.</p><p></p><p>Athletics +1</p><p></p><p>[HR][/HR]</p><p></p><p><em>The charge of the <strong>CARDINAL'S CAVALRY</strong> 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.</em></p><p><em></em></p><p><em>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!</em></p><p><em></em></p><p><em>Meanwhile, the Regulars have seen many a combat with mounted foes and give better than they get in the clash.</em></p><p></p><p><strong><em>C1</em></strong></p><p></p><p>* Move: 7 sq to M17. <strong>TRIGGERS AS EVENT HORIZON OA (CBu3; CREATURE) AT SQ O16. ATK VS FORT; r(7) +6 = 13. MISS.</strong></p><p></p><p>* 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).</p><p></p><p>(⚔) <strong>Cavalry Charge (weapon)</strong> ✦ At-Will</p><p>Attack: Melee 2 (one creature); +6 vs. Reflex</p><p>Hit: 1d10 + 4 damage, slides the target 1 sq and the cavalry shift 1 square.</p><p></p><p>Traits</p><p>☼ <strong>Trampling Swarm (mount)</strong> ✦ Aura 1</p><p>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.</p><p></p><p><strong>Swarm</strong></p><p>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.</p><p></p><p><strong><em>C2</em></strong></p><p></p><p>* Move: 7 sq to Q13 (circling to avoid AS Event Horizon and 2 x DT from Militia Zone). <strong>TRIGGERS R’s SWARM ATTACK AURA.</strong></p><p></p><p>* Standard: Cavalry Charge charge to M13 and MBA (M2, weapon) vs S's Ref: r(6) +6 +1 (charge) -2 (SA Aura) = 11. Miss.</p><p></p><p>* End of Turn: Take 3 damage from R’s Swarm Attack aura).</p><p></p><p>LOCATION: C1 in L15, C2 in M13.</p><p>DAMAGE: na</p><p>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.</p><p>HP: C1 @ 48/48, C2 @ 45/48</p><p>CURRENT DE/BUFFS: C2 is adjacent to Militia Zone and in R’s Swarm Attack Aura.</p><p></p><p>[HR][/HR]</p><p></p><p><em><strong>TERJON </strong>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.</em></p><p><em></em></p><p><em>He does not mind.</em></p><p><em></em></p><p><em>"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.</em></p><p></p><p>* Start of Turn: saving throw vs Trampling Swarm aura; r(18). Succeed.</p><p></p><p>* 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. <strong>TRIGGERS SAVING THROW Militia is hindering terrain so C1 saves to fall prone instead, r(4). Fail, they slide.</strong></p><p></p><p>* Move: To I12.</p><p></p><p>* 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.</p><p></p><p>LOCATION: I12</p><p>DAMAGE: na</p><p>CONDITIONS TO ENEMIES: C1 dazed, slide to N15 and into Winterhaven Militia.</p><p>HP: 50+10 temporary.</p><p>HEALING SURGES: 1</p><p>CURRENT DE/BUFFS: na</p><p></p><p>[HR][/HR]</p><p></p><p><strong><em>PADRAIG </em></strong><em>bellows to his <strong>REGULARS</strong>, 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.</em></p><p><em></em></p><p><em>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. </em></p><p><em></em></p><p><em>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. </em></p><p></p><p>* Start of Turn: Saving Throw vs. Trampling Swarm prone; r(20). Success.</p><p></p><p>* 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.</p><p></p><p>* Move: Can't shift due to Swarm aura. 3 sq to J15. <strong>TRIGGERS OA CAVALRY CHARGE (M2) FROM C2 vs REF: r(10) +6 -2 (Swarm Attack aura) = 14. OA MISSES.</strong></p><p></p><p>* 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.</p><p></p><p>* End of Turn: Trampling Swarm Aura x 2 = 6 damage - 5 THP = 1 damage to R.</p><p></p><p>LOCATION: L15</p><p>DAMAGE: 19 to C2 and 14 to C1</p><p>CONDITIONS TO ENEMIES: C1 and C2 in Swarm Attack aura.</p><p>HP: 48/49</p><p>HEALING SURGES: 1</p><p>CURRENT DE/BUFFS: 5 temp hit points to Starn and Terjon</p><p></p><p>[HR][/HR]</p><p></p><p><em>Foiled by the melee scrum of the stalwart Winterhaven militia, the only shots <strong>CARDINAL ERBAN'S CROSSBOWMEN</strong> 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!</em></p><p></p><p><strong>* All Ranged attacks compromised due to Militia and Acamar Singularities; Cover, Superior Cover, or no Line of Sight pending positioning.</strong></p><p><strong></strong></p><p><strong><em><strong><em>M (U15)</em></strong></em></strong></p><p></p><p>* 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.</p><p></p><p>* Move: Run 8 sq to S22 (-5 to ATK and grants CA UBoNT).</p><p></p><p><strong><em><strong><em><strong><em><strong><em>M (V15)</em></strong></em></strong></em></strong></em></strong></p><p></p><p>* Standard Action: Repeating Crossbow Barrage (R10, weapon) vs R's AC: r(5) +10 -2 (cover) +2 (CA) = 15. Miss.</p><p></p><p>* Move: Run 8 sq to Q22 (-5 to ATK and grants CA UBoNT).</p><p></p><p><strong><em><strong><em>M (W14)</em></strong></em></strong></p><p></p><p>* Move: 3 sq to V17.</p><p></p><p>* 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).</p><p></p><p><strong><em><strong><em>M (W12)</em></strong></em></strong></p><p></p><p>* Move: 4 sq to V16.</p><p></p><p>* 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.</p><p></p><p><strong><em><strong><em>M (U12)</em></strong></em></strong></p><p></p><p>* Move: 3 sq to U15.</p><p></p><p>* 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.</p><p></p><p><strong><em><strong><em>M (U10)</em></strong></em></strong></p><p></p><p>* Move: 5 sq to V15.</p><p></p><p>* 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.</p><p></p><p>LOCATION: S22, Q22, V17, V16, U15, V15</p><p>DAMAGE: 8 damage to R.</p><p>CONDITIONS TO ENEMIES: R grants CA UEoMNT.</p><p>CURRENT DE/BUFFS: M (S22) and M (Q22) grant CA and take -5 penalty to ATK UBoNT. M (S22) has Concealment due to tree.</p><p></p><p>[HR][/HR]</p><p></p><p><em>The temporal and spatial regions around the <strong>ASPECT OF ACAMAR SINGULARITIES</strong> 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.</em></p><p></p><p><strong><em>AS (N8)</em></strong></p><p></p><p>* Standard: NO TARGETS.</p><p></p><p>Standard Action Close burst 2</p><p>Target: All creatures in or within 1 squares of the singularity.</p><p>Attack:+6 vs. All</p><p>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).</p><p><strong>Effect: </strong>The singularity and all squares adjacent to it are difficult terrain. The singularity fully blocks both line of effect and line of sight.</p><p></p><p><strong><em>AS (Q18)</em></strong></p><p></p><p>* 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) (<strong>BLOODIED</strong>).</p><p></p><p>DAMAGE TO CREATURES: C1 takes 13 damage (<strong>BLOODIED</strong>).</p><p>CONDITIONS TO ENEMIES: C1 is pulled 3 squares to Q16 and slowed (SE).</p><p></p><p>[HR][/HR]</p><p></p><p><em>"The deliverance from your solitary human condition upon you" gushes <strong>CARDINAL ERBAN, HERALD OF ACAMAR </strong>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.</em></p><p></p><p>* Move: 3 sq to U16.</p><p></p><p>* 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).</p><p></p><p>Minor Actions</p><p>➶ <strong>Corpse Star's Illumination (radiant)</strong> ✦ At-will</p><p>Attack: Ranged 10 (one creature granting combat advantage); +6 vs. Will</p><p>Hit: The target takes 1d6 radiant damage and is dazed (save ends).</p><p></p><p>* 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.</p><p></p><p>* 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. <strong>TRIGGERS SAVING THROW FOR PRONE IN L15 AS M16 AND N17 ARE SINGULARITY EFFECT SQUARES; r(14). SUCCESS. R IS PRONE IN L15.</strong></p><p></p><p>Standard Actions</p><p>➶ <strong>Tidal Forces (force)</strong> ✦ At-Will</p><p>Attack: Area Burst 1 within 10 (creatures in burst); +6 vs. Fort</p><p>Hit: 1d6 force damage, and the target slides 2 squares and grants combat advantage until the end of the cardinal's next turn.</p><p></p><p>LOCATION: U16</p><p>DAMAGE: 5 THP damage to T. 9 radiant/force damage to R.</p><p>CONDITIONS TO ENEMIES: R is dazed (SE), grants CA UEoCNT, and prone. T sld 2 to L16 and grants CA UEoCNT.</p><p>HP: 92/92</p><p>CURRENT DE/BUFFS: 0/1 Action Points</p><p></p><p>[HR][/HR]</p><p></p><p><strong><em>STARN </em></strong><em>dodges several flying hooves and launches his attack, choosing to unleash strands of psychic energy against both formations of cavalry.</em></p><p><em></em></p><p><em>Some of the cavalry is driven off, but those nearer to Starn persist!</em></p><p><em></em></p><p><em>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.</em></p><p><em></em></p><p><em>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?</em></p><p></p><p>* Start of Turn: Saving Throw vs C2's aura or prone; r(11). Success.</p><p></p><p>* 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.</p><p></p><p>* 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 (<strong>BLOODIED</strong>). <strong>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)</strong>: 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.</p><p></p><p>* Move: Shift to J13.</p><p></p><p>LOCATION: J13</p><p>DAMAGE: 11 psychic damage to C1. 13 psychic damage to C2.</p><p>CONDITIONS TO ENEMIES: C2 is pushed to S19. C1 is in Grasping Shadows zone.</p><p>HP: 32/32</p><p>HEALING SURGES: 8/8</p><p>CURRENT DE/BUFFS: 5 THP, Terjon Blessed Protector Trait.</p><p></p><p>[HR][/HR]</p><p></p><p><strong>C1</strong> 10/48 Dazed UEoTNT, in AS CBu2.</p><p><strong>C2</strong> 13/48 Adjacent to Militia Zone, in R's Swarm Attack Aura, in Grasping Shadows Zone</p><p><strong>E </strong> 92/92 0/1 APs</p><p></p><p>[ATTACH=full]376694[/ATTACH]</p><p></p><p><strong><em>ROUND 2</em></strong></p><p></p><p>[HR][/HR]</p><p></p><p><em>The <strong>CARDINAL'S CAVALRY</strong> is thrown to the brink of collapse of formation and morale. Horses rear and riders can barely control them. </em></p><p><em></em></p><p><em>One of the singularities swallows one of the formations in its gravitational grasp, threatening to never let go.</em></p><p><em></em></p><p><em>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.</em></p><p></p><p><strong><em>C1</em></strong></p><p></p><p>* Begins Turn: dazed.</p><p></p><p>* Move: Run 4 sq (-5 ATK and grant CA UBoNT). <strong>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).</strong></p><p></p><p>* End of Turn: Saving Throw vs slowed (SE); r(11). Succeeds. Saving throw vs immobilized and vuln 3 all; r(15). Succeeds. <strong> TRIGGERS AS's EVENT HORIZON AFTEREFFECT; C1 TAKES 5 DAMAGE.</strong></p><p><strong></strong></p><p><strong><em>C2</em></strong></p><p></p><p>* Start of Turn: Winterhaven Militia; 3 damage (close tag) +5 vuln (close) = 8 damage.</p><p></p><p>* 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.</p><p></p><p>* Move: 4 sq to I13 (circling to avoid T OA).</p><p></p><p>LOCATION: C1 in P20, C2 in I13.</p><p>DAMAGE: 11 damage to S</p><p>CONDITIONS TO ENEMIES: S and T Trampling Swarm (mount) aura.</p><p>HP: C1 @ 5/48, C2 @ 2/48</p><p>CURRENT DE/BUFFS: na.</p><p></p><p>[HR][/HR]</p><p></p><p><strong><em>TERJON</em></strong><em> 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.</em></p><p></p><p>* Start of Turn: Saving throw vs Trampling Swarm aura; r(7). Fail. T falls prone.</p><p></p><p>* Move: Stand up.</p><p></p><p>* Standard: Valiant Mace (MBA) to C2, r(1)+8 = 9 vs. AC (17). Fail.</p><p></p><p>* Minor: Healing Word (2/encounter) to Starn, who spends a Healing Surge and regains 8 hit points.</p><p></p><p>* End of Turn: 3 damage from C2 Trampling Swarm Aura. - 3 THP.</p><p></p><p>LOCATION: J14</p><p>DAMAGE: na</p><p>CONDITIONS TO ENEMIES: na</p><p>HP: 50+2 THP.</p><p>CURRENT DE/BUFFS: na</p><p></p><p>[HR][/HR]</p><p></p><p><em>With the two cavalry units scattered, <strong>PADRAIG </strong>rallies his <strong>REGULARS </strong>take a moment to reform his squad. The collective prepares themselves for the next inevitable volley from Erban's crossbowmen.</em></p><p></p><p>* Start of Turn: Dazed. Recharge Roll for Javelin Volley- r(4) does not recharge.</p><p></p><p>* Standard Action: Second Wind- healing surge for 12 HP- total up to 43. +2 defenses USoRNT.</p><p></p><p>* End of Turn: Saving throw vs dazed; r(19). Passes.</p><p></p><p>LOCATION: L15</p><p>DAMAGE: none</p><p>CONDITIONS TO ENEMIES: None</p><p>HP: 43</p><p>CURRENT DE/BUFFS: +2 defenses USoRNT</p><p></p><p>[HR][/HR]</p><p></p><p><em>After an orderly reload by the entire unit, the bulk of <strong>CARDINAL ERBAN'S CROSSBOWMEN</strong> 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!</em></p><p></p><p><strong>* 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.</strong></p><p><strong></strong></p><p><strong><em><strong><em>M (Q22)</em></strong></em></strong></p><p></p><p>* Move: 6 sq to K22.</p><p></p><p>* 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.</p><p></p><p><strong><em><strong><em><strong><em><strong><em>M (S22)</em></strong></em></strong></em></strong></em></strong></p><p></p><p>* Move: 5 sq to N22.</p><p></p><p>* Standard Action: Repeating Crossbow Barrage (R10, weapon) vs S's AC: r(3) +10 (cover) = 13. Miss.</p><p></p><p><strong><em><strong><em>M (V17)</em></strong></em></strong></p><p></p><p>* 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.</p><p></p><p>* Move: Run 8 sq to Q22 (-5 to ATK and grants CA UBoNT).</p><p></p><p><strong><em><strong><em>M (V16)</em></strong></em></strong></p><p></p><p>* 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.</p><p></p><p>* Move: Run 7 sq to S22 (-5 to ATK and grants CA UBoNT).</p><p></p><p><strong><em><strong><em>M (V15)</em></strong></em></strong></p><p></p><p>* Standard Action: Repeating Crossbow Barrage (R10, weapon) vs R's AC: r(9) +10 -2 (cover) +2 (CA) -2 (prone) = 17. Miss</p><p></p><p>* Move: Run 8 sq to S23 (-5 to ATK and grants CA UBoNT).</p><p></p><p><strong><em><strong><em>M (U15)</em></strong></em></strong></p><p></p><p>* Standard Action: Repeating Crossbow Barrage (R10, weapon) vs R's AC: r(6) +10 -2 (cover) -2 (prone) +2 (CA) = 14. Miss.</p><p></p><p>* Move: Run 8 sq to T22 (-5 to ATK and grants CA UBoNT).</p><p></p><p>LOCATION: K22, N22, Q22, S22, S23, T22</p><p>DAMAGE: 4 damage to S. 4 damage to R.</p><p>CONDITIONS TO ENEMIES: S and R grant CA UEoMNT.</p><p>CURRENT DE/BUFFS: M (Q22, S22, S23, T22) grant CA and take -5 penalty to ATK UBoNT. M (S22) has Concealment due to tree.</p><p></p><p>[HR][/HR]</p><p></p><p><em>The temporal and spatial regions around the <strong>ASPECT OF ACAMAR SINGULARITIES</strong> 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.</em></p><p><em></em></p><p><em>The unit of Cardinal Erban's Cavalry trapped within never emerges, every horse and rider twisted into their atomic constituents by the spacetime distortion!</em></p><p></p><p><strong><em>AS (N8)</em></strong></p><p></p><p>* Standard: NO TARGETS.</p><p></p><p>Standard Action Close burst 2</p><p>Target: All creatures in or within 1 squares of the singularity.</p><p>Attack:+6 vs. All</p><p>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).</p><p><strong>Effect: </strong>The singularity and all squares adjacent to it are difficult terrain. The singularity fully blocks both line of effect and line of sight.</p><p></p><p><strong><em>AS (Q18)</em></strong></p><p></p><p>* 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). <strong>C1 SLAIN</strong>.</p><p></p><p>DAMAGE TO CREATURES: C1 takes 8 damage. <strong>C1 SLAIN</strong>.</p><p>CONDITIONS TO ENEMIES: C1 is pulled 1 squares to Q20 and slowed (SE).</p><p></p><p>[HR][/HR]</p><p></p><p><em>"You fools. You fight against your own fulfillment," claims an increasingly frenzied <strong>CARDINAL ERBAN, HERALD OF ACAMAR </strong>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.</em></p><p><em></em></p><p><em>Meanwhile, he flanks right with his squad of crossbowmen.</em></p><p></p><p>* Minor: Corpse Star's Illumination (R10, radiant) vs R's Will: r(8) +6 -2 (Cover) +2 (CA) = 14. Miss (due to SW defenses).</p><p></p><p>* 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.</p><p></p><p>* Move: 6 sq to U22.</p><p></p><p>LOCATION: U22</p><p>DAMAGE: 2 THP damage to T (now 0 THP) and 4 force damage to T.</p><p>CONDITIONS TO ENEMIES: T sld 2 to J12 and grants CA UEoCNT.</p><p>HP: 92/92</p><p>CURRENT DE/BUFFS: 0/1 Action Points</p><p></p><p>[HR][/HR]</p><p></p><p><em>As the cavalry moves back towards Starn, he attempts to backpedal. As <strong>STARN </strong>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.</em></p><p></p><p>* Start of Turn: Saving Throw vs C2's aura or prone; r(11). Success.</p><p></p><p>* Standard: Beguilind Strands (CBl5, enemies, psychic) vs C2's WIll: r(17) +8 = 25. Hit. 6 +5 (Vuln) =11 psychic damage; <strong>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.</strong></p><p></p><p>Triggered Actions</p><p><strong>Last Stand</strong> ✦ Encounter</p><p>Trigger: The cavalry is reduced to 0 hit points</p><p>Attack (No Action): Close Burst 1 (enemies in the burst); +8 vs AC</p><p>Hit: 1d10 +4 damage.</p><p></p><p>* Move: 3 sq to L13.</p><p></p><p>* End of Turn: Grasping Shadows zone ends.</p><p></p><p>LOCATION: L13</p><p>DAMAGE: 11 psychic damage to C2 (<strong>SLAIN</strong>). Terjon takes 5 damage from C2 Last Stand.</p><p>CONDITIONS TO ENEMIES: Grasping Shadows zone.</p><p>HP: 25/32</p><p>HEALING SURGES: 7/8</p><p>CURRENT DE/BUFFS: na</p><p></p><p>[HR][/HR]</p><p></p><p><strong>C1</strong> 2/48 In AS CBu2.</p><p><strong>E </strong>92/92 0/1 APs</p><p></p><p>[ATTACH=full]376767[/ATTACH]</p><p></p><p><strong><em>ROUND 3</em></strong></p><p></p><p>[HR][/HR]</p><p></p><p><em>As the last rider falls, <strong>TERJON </strong>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! <strong>Now!!</strong>" 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.</em></p><p><em></em></p><p><em>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.</em></p><p></p><p>* Move: To F17.</p><p></p><p>* 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.</p><p></p><p>* Standard: Charging to J21, attacking M at K22 with MBA. r(16)+8+1 +2(CA) = 27. Hit. <strong>MINION SLAIN</strong>.</p><p></p><p>LOCATION: J21</p><p>DAMAGE: <strong>M at K22 SLAIN</strong></p><p>CONDITIONS TO ENEMIES: na</p><p>HP: 41+10 temporary.</p><p>CURRENT DE/BUFFS: na</p><p></p><p>[HR][/HR]</p><p></p><p><strong><em>PADRAIG </em></strong><em>rallies his <strong>REGULARS </strong>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. </em></p><p><em></em></p><p><em>Padraig turns to face the next crossbowman. “Prepare javelins!”</em></p><p><em></em></p><p><em>The Lord of Winterhaven and his charges feels the gravitational pull of Acamar's Singularity...</em></p><p></p><p>* Start of Turn: Recharge Javelin Volley - r(5). Recharged.</p><p></p><p>* Move: Stand up from prone.</p><p></p><p>* 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. <strong>M (N22) SLAIN.</strong></p><p></p><p>LOCATION: M21</p><p>DAMAGE: <strong>M (N22) SLAIN</strong></p><p>CONDITIONS TO ENEMIES: na</p><p>HP: 39/49</p><p>CURRENT DEBUFFS/BUFFS: In AS's Event Horizon, grant CA UEoCECNT.</p><p></p><p>[HR][/HR]</p><p></p><p><em>After an orderly reload by the entire unit, the bulk of <strong>CARDINAL ERBAN'S CROSSBOWMEN</strong> pick their targets carefully. One harangues Starn with a volley while another pair fire away at Padraig and his Regulars. </em></p><p><em></em></p><p><em>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.</em></p><p></p><p><strong><em><strong><em>M (Q22)</em></strong></em></strong></p><p></p><p>* 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.</p><p></p><p>* Move: 6 sq to K24.</p><p></p><p><strong><em><strong><em>M (S23)</em></strong></em></strong></p><p></p><p>* Standard Action: Repeating Crossbow Barrage (R10, weapon) vs R's AC: r(2) +10 +2 (CA) = 14. Miss.</p><p></p><p>* Move: 5 sq to N24.</p><p></p><p><strong><em><strong><em>M (S22)</em></strong></em></strong></p><p></p><p>* Free Action: Drop Crossbow.</p><p></p><p>* Minor Action: Draw Handaxe:</p><p></p><p>* Standard: Charge to N22 and MBA Handaxe (M1, weapon) vs R's AC: r(1). AUTOMISS.</p><p></p><p><strong><em><strong><em>M (T22)</em></strong></em></strong></p><p></p><p>* 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.</p><p></p><p>* Move: 3 sq to P23.</p><p></p><p>LOCATION: K24, N24, N22, Q23</p><p>DAMAGE: 4 damage to S. 2 damage to R.</p><p>CONDITIONS TO ENEMIES: S and R grant CA UEoMNT.</p><p>CURRENT DE/BUFFS: na</p><p></p><p>[HR][/HR]</p><p></p><p><em>The temporal and spatial regions around the <strong>ASPECT OF ACAMAR SINGULARITIES</strong> 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.</em></p><p></p><p><strong><em>AS (N8)</em></strong></p><p></p><p>* Standard: NO TARGETS.</p><p></p><p>Standard Action Close burst 2</p><p>Target: All creatures in or within 1 squares of the singularity.</p><p>Attack:+6 vs. All</p><p>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).</p><p><strong>Effect: </strong>The singularity and all squares adjacent to it are difficult terrain. The singularity fully blocks both line of effect and line of sight.</p><p></p><p><strong><em>AS (Q18)</em></strong></p><p></p><p>* Standard: NO TARGETS.</p><p></p><p>Standard Action Close burst 2</p><p>Target: All creatures in or within 1 squares of the singularity.</p><p>Attack:+6 vs. All</p><p>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).</p><p><strong>Effect: </strong>The singularity and all squares adjacent to it are difficult terrain. The singularity fully blocks both line of effect and line of sight.</p><p></p><p>DAMAGE TO CREATURES: na</p><p>CONDITIONS TO ENEMIES: R is in Event Horizon range.</p><p></p><p>[HR][/HR]</p><p></p><p><em>"Be one with our lord" <strong>CARDINAL ERBAN, HERALD OF ACAMAR </strong>blesses the slain cavalry as they (presumably) join The Corpse Star in some celestial hell after the Singularity swallows them. </em></p><p><em></em></p><p><em>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!</em></p><p><em></em></p><p><em>"Yes, YES, send them to their doom, acolytes of Acamar!"</em></p><p></p><p>* 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).</p><p></p><p>* 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.</p><p></p><p>* Move: 2 sq to S22.</p><p></p><p>LOCATION: S22</p><p>DAMAGE: 2 radiant damage to R. 5 THP damage to T (now 5 THP).</p><p>CONDITIONS TO ENEMIES: R is dazed (SE). T slides 2 to H23 and grants CA UEoCNT.</p><p>HP: 92/92</p><p>CURRENT DE/BUFFS: 0/1 Action Points. E has has Concealment due to tree.</p><p></p><p>[HR][/HR]</p><p></p><p><strong><em>STARN </em></strong><em>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!</em></p><p></p><p>* 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. <strong>M (Q23) SLAIN</strong>. E takes 9 lightning damage and any enemy that starts turn adjacent to SBS takes 2 lightning damage.</p><p></p><p>* Minor: Cloak of Resistance Daily; Resist 5 All USoNT.</p><p></p><p>* Minor: Summon Dust Devil (R10, Summoning) at square R22 (D marker). Starn +2 Speed and +4 defenses vs OA UEoE.</p><p></p><p>* Dust Devil Intrinsic Attack: CBu1 vs E's Ref: r(8)+8 = 16. Hit. 9 damage to E. <strong>TRIGGERS STARN FALLS PRONE</strong>.</p><p></p><p>* 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.</p><p></p><p>LOCATION: L13</p><p>DAMAGE: <strong>M (Q23) SLAIN</strong>, 18 damage to E.</p><p>CONDITIONS TO ENEMIES: E adjacent to Shock Beetle at start of next turn (2 lightning damage)</p><p>HP: 21/32 DD 13/16</p><p>CURRENT CONDITIONS: Prone</p><p>CURRENT BUFFS: +2 Speed and +4 defenses vs OA UEoE, Resist 5 All UEoE.</p><p></p><p>[HR][/HR]</p><p></p><p><strong>E </strong> 74/92 Adjacent to Shock Beetle Swarm</p><p></p><p>[ATTACH=full]376795[/ATTACH]</p><p></p><p>[HR][/HR]</p><p></p><p><strong><em>TERJON </em></strong><em>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!"</em></p><p></p><p>* Move: To K21.</p><p></p><p>* Minor: Activate Runic Circle, turning his MBA into a Close Burst 1 that deals radiant damage UtEoNT.</p><p></p><p>* 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. <strong>M (N22), M (N24) SLAIN</strong>.</p><p></p><p>LOCATION: M23</p><p>DAMAGE: <strong>M (N22), M (N24) SLAIN</strong></p><p>CONDITIONS TO ENEMIES: na</p><p>HP: 41+5 temporary.</p><p>CURRENT DE/BUFFS: Runic Arms; MBA CBu1 w/ radiant tag UEoNT.</p><p></p><p>[HR][/HR]</p><p></p><p><strong><em>PADRAIG</em></strong><em> 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.</em></p><p><em></em></p><p><em>"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.</em></p><p></p><p>* Starts turn: dazed</p><p></p><p>* Standard: Javelin Volley. Close Burst 5 vs. REF 16. M(K24) r(16) +6 = 22. Hit. <strong>M(K24) SLAIN.</strong></p><p></p><p>* End of Turn: Saving throw vs. Dazed - r(6) FAILED.</p><p></p><p>LOCATION: L21</p><p>DAMAGE: <strong>M(K24) SLAIN.</strong></p><p>CONDITIONS TO ENEMIES: na</p><p>HP: 37</p><p>CURRENT DEBUFFS/BUFFS: Dazed (SE)</p><p></p><p>[HR][/HR]</p><p></p><p><em>The temporal and spatial regions around the <strong>ASPECT OF ACAMAR SINGULARITIES</strong> 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.</em></p><p></p><p><strong><em>AS (N8)</em></strong></p><p></p><p>* Standard: NO TARGETS.</p><p></p><p>Standard Action Close burst 2</p><p>Target: All creatures in or within 1 squares of the singularity.</p><p>Attack:+6 vs. All</p><p>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).</p><p><strong>Effect: </strong>The singularity and all squares adjacent to it are difficult terrain. The singularity fully blocks both line of effect and line of sight.</p><p></p><p><strong><em>AS (Q18)</em></strong></p><p></p><p>* Standard: NO TARGETS.</p><p></p><p>Standard Action Close burst 2</p><p>Target: All creatures in or within 1 squares of the singularity.</p><p>Attack:+6 vs. All</p><p>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).</p><p><strong>Effect: </strong>The singularity and all squares adjacent to it are difficult terrain. The singularity fully blocks both line of effect and line of sight.</p><p></p><p>DAMAGE TO CREATURES: na</p><p>CONDITIONS TO ENEMIES: R is in Event Horizon range.</p><p></p><p>[HR][/HR]</p><p></p><p><em>Despite the summonings of Starn forcing him on his heels, <strong>CARDINAL ERBAN, HERALD OF ACAMAR</strong> remains defiant.<strong> </strong>"Very well...I commit my servants to your eternal hunger...to oneness with you, my lord".</em></p><p><em></em></p><p><em>"If I must, I will see you to The Eternal Maw through my solitary hands alone."</em></p><p><em></em></p><p><em>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!</em></p><p></p><p>* Start of Turn: 2 lightning damage from Shock Beetle Swarm.</p><p></p><p>* 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. <strong>TRIGGERS SAVING THROW FOR PRONE IN N22; r(3) FAILS. T SLIDES TO N21</strong>. R slides 2 sq to O19 (AS CBu2 attack range) and grants CA UEoCNT. <strong>TRIGGERS SAVING THROW FOR PRONE IN M21; r(4) FAILS. R SLIDES TO O19.</strong></p><p></p><p>* Minor: Corpse Star's Illumination (R10, radiant) vs T's Will: r(4) +6 +2 (CA) = 12. Miss.</p><p></p><p>* Move: 4 sq to U20 (Dust Devil does not have an OA attack).</p><p></p><p>LOCATION: U20</p><p>DAMAGE: 2 lightning damage to E. THP damage to T (now 0 THP). 10 force damage to R.</p><p>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</p><p>HP: 72/92</p><p>CURRENT DE/BUFFS: 0/1 Action Points. E has cover/LoS/LoE obstruction from AS.</p><p></p><p>[HR][/HR]</p><p></p><p><em><strong>STARN </strong>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!</em></p><p><em></em></p><p><em>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!</em></p><p><em></em></p><p><em>But it takes all of Starn's effort and concentration to maintain the magic-work which Acamar is desperate to undo!</em></p><p></p><p>* Minor: Activate Runic Circle L13; +5 THP and exhausts.</p><p></p><p>* Move: Crawl (up to 1/2 Speed; 4 sq with Dust Devil Speed buff) 4 sq to O17.</p><p></p><p>* Standard: Hazard Countermeasure Stunt <strong><em>Unfurl Spacetime Perturbance (Encounter)</em></strong><em> - Arcana DC 21 (Standard Action; M1): Acamar’s Singularity (Q18) is neutralized UtEoSNT. Sustain Standard</em>. r(9) +13 = 22. Success. <strong>WHITE 2 X 2 WHILE NEUTRALIZED. WHILE NEUTRALIZED, THIS AREA IS NORMAL TIMESPACE AND NO LONGER BLOCKS LOS/LOE.</strong></p><p></p><ul> <li data-xf-list-type="ul">Dust Devil Intrinsic Action: Move up to its speed adjacent to Erban; 4 sq (2 x DT) to T21. <strong>TRIGGERS STARN FALLS PRONE (NA; already prone).</strong></li> <li data-xf-list-type="ul">End of Turn; Dust Devil takes 3 psychic damage due to Join The Great Devourer and Sate Your Hunger (psychic) Aura 3.</li> </ul><p></p><p>LOCATION: O17</p><p>DAMAGE: na</p><p>CONDITIONS TO ENEMIES: AS (Q18) neutralized UtEoSNT; Sustain Standard. <strong>WHITE 2 X 2 WHILE NEUTRALIZED. WHILE NEUTRALIZED, THIS AREA IS NORMAL TIMESPACE AND NO LONGER BLOCKS LOS/LOE.</strong></p><p>HP: 21/32 +5 THP DD 10/16</p><p>CURRENT CONDITIONS: Prone</p><p>CURRENT BUFFS: +2 Speed and +4 defenses vs OA UEoE, Resist 5 All UEoE.</p><p></p><p>[HR][/HR]</p><p></p><p><strong>E </strong> 72/92</p><p><strong>SINGULARITY (Q18) NEUTRALIZED UEoSNT; SUSTAIN STANDARD.</strong></p><p></p><p>[ATTACH=full]377019[/ATTACH]</p><p></p><p><strong><em>ROUND 5</em></strong></p><p></p><p>[HR][/HR]</p><p></p><p><strong><em>TERJON</em></strong><em> 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!"</em></p><p><em></em></p><p><em>Terjon's knighthood helps him fights the psychic forces that assail him as he nears the Cardinal, but he pays a price nonetheless!</em></p><p></p><p>* Move: To R21 (now in E's Aura JtGD)</p><p></p><p>* 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.</p><p></p><p>* 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.</p><p></p><p>LOCATION: T20</p><p>DAMAGE: 12 to Erban</p><p>CONDITIONS TO ENEMIES: na</p><p>HP: 38</p><p>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.</p><p></p><p></p><p>[HR][/HR]</p><p></p><p><strong><em>PADRAIG </em></strong><em>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. </em></p><p><em></em></p><p><em>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.</em></p><p></p><p>* Recharge Roll for Javelin Volley: r(3)- remains unavailable.</p><p></p><p>* Move Action: Crawl (1/2 speed while prone) + Run (+2 speed for -5 ATK and grant CA UBoNT) to R23</p><p></p><p>* Save vs Dazed: r(18). SUCCESS.</p><p></p><p>LOCATION: R23</p><p>DAMAGE: na</p><p>CONDITIONS TO ENEMIES: na</p><p>HP: 27</p><p>CURRENT DEBUFFS/BUFFS: -5 to attack and grant Combat adv due to Run action</p><p></p><p>[HR][/HR]</p><p></p><p><em>The temporal and spatial regions around the <strong>ASPECT OF ACAMAR SINGULARITIES</strong> 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.</em></p><p></p><p><strong><em>AS (N8)</em></strong></p><p></p><p>* Standard: NO TARGETS.</p><p></p><p>Standard Action Close burst 2</p><p>Target: All creatures in or within 1 squares of the singularity.</p><p>Attack:+6 vs. All</p><p>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).</p><p><strong>Effect: </strong>The singularity and all squares adjacent to it are difficult terrain. The singularity fully blocks both line of effect and line of sight.</p><p></p><p><strong><em>AS (Q18)</em></strong></p><p></p><p>* <strong>RENDERED NEUTRALIZED BY STARN; SUSTAIN STANDARED</strong></p><p></p><p>DAMAGE TO CREATURES: na</p><p>CONDITIONS TO ENEMIES: R is in Event Horizon range.</p><p></p><p>[HR][/HR]</p><p></p><p></p><p><em>On his heels from the assault of his former knight, <strong>CARDINAL ERBAN, HERALD OF ACAMAR</strong> 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.</em></p><p><em></em></p><p><em>"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!."</em></p><p><em></em></p><p><em>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!</em></p><p></p><p>* 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.</p><p></p><p>(⚔) <strong>Scepter of the Burning Ring (fire, weapon)</strong> ✦ At-Will</p><p>Attack: Melee 1 (one creature); +8 vs. AC</p><p>Hit: 1d6 + 3 fire damage and the target grants combat advantage untill the end of the cardinal's next turn.</p><p>Effect: The cardinal can slide the target 1 square.</p><p></p><p>* Move: 6 sq to U14.</p><p></p><p>* 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).</p><p></p><p>LOCATION: U14</p><p>DAMAGE: 6 fire damage and 2 radiant damage = 8 total damage to T.</p><p>CONDITIONS TO ENEMIES: T slides to S19, grants CA UEoENT and is dazed (SE).</p><p>HP: 60/92</p><p>CURRENT DE/BUFFS: 0/1 Action Points. Marked by T UEoTNT.</p><p></p><p>[HR][/HR]</p><p></p><p><strong>STARN </strong>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.</p><p></p><p>* Standard: Sustain Neutralize Acamar's Singularity.</p><p></p><p>* Move: Dust Devil 6 sq to U15.</p><p></p><p>* Dust Devil Intrinsic Nature: CBu1 ATK vs E's Ref: r(1) +8 = AUTOMISS.</p><p></p><p>* End of Turn. Dust Devil takes 3 psychic damage due to Join The Great Devourer and Sate Your Hunger (psychic).</p><p></p><p>LOCATION: S in O17, D in U15.</p><p>DAMAGE: na</p><p>CONDITIONS TO ENEMIES: AS (Q18) neutralized UtEoSNT; Sustain Standard. <strong>WHITE 2 X 2 WHILE NEUTRALIZED. WHILE NEUTRALIZED, THIS AREA IS NORMAL TIMESPACE AND NO LONGER BLOCKS LOS/LOE.</strong></p><p>HP: 21/32 +5 THP DD 7/16</p><p>CURRENT CONDITIONS: Prone</p><p>CURRENT BUFFS: +2 Speed and +4 defenses vs OA UEoE, Resist 5 All UEoE.</p><p></p><p>[HR][/HR]</p><p></p><p><strong>E </strong> 60/92 Marked by T UEoTNT</p><p><strong>SINGULARITY (Q18) NEUTRALIZED UEoSNT; SUSTAIN STANDARD.</strong></p><p><strong></strong></p><p><strong>[ATTACH=full]377079[/ATTACH]</strong></p><p><strong></strong></p><p><strong>ROUND 6</strong></p><p></p><p>[HR][/HR]</p><p></p><p><strong><em>TERJON </em></strong><em>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.</em></p><p></p><p>* Start of Turn: Dazed.</p><p></p><p>* Standard: Charge to V15, attacking Erban with MBA. r(20)+8+1 = 29 vs. AC 17. Critical hit. 8+5 = 13 radiant damage.</p><p></p><p>* 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.</p><p></p><p>LOCATION: V15</p><p>DAMAGE: 13 to Erban</p><p>CONDITIONS TO ENEMIES: Erban is marked UEoTNT.</p><p>HP: 27</p><p>CURRENT DE/BUFFS: Terjon grants CA UEoENT and is dazed (SE).</p><p></p><p>[HR][/HR]</p><p></p><p><strong><em>PADRAIG'S REGULARS</em></strong><em> 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. </em></p><p><em></em></p><p><em>They rush the mad priest and attack. Padraig takes great pleasure in seeing the Erban’s blood on his spear.</em></p><p></p><p>* Recharge Javelin Volley: r(2), still unavailable</p><p></p><p>* Move Action: move to S17</p><p></p><p>* Standard Action: Charge to T14 and MBA vs Erban’s AC 17: r(13) + 8 +1 = 22. Success. Damage: r(6) + 5 = 11</p><p></p><p>* End of Turn: 3 psychic damage due to Join The Great Devourer and Sate Your Hunger (psychic) Aura 3.</p><p></p><p>Location: T14</p><p>Damage: 11 to Erban</p><p>Conditions to enemies: na</p><p>HP: 24</p><p>BUFFS/DEBUFFS: Flanking Erban with Terjon</p><p></p><p>[HR][/HR]</p><p></p><p><em>The temporal and spatial regions around the <strong>ASPECT OF ACAMAR SINGULARITIES</strong> 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.</em></p><p></p><p><strong><em>AS (N8)</em></strong></p><p></p><p>* Standard: NO TARGETS.</p><p></p><p>Standard Action Close burst 2</p><p>Target: All creatures in or within 1 squares of the singularity.</p><p>Attack:+6 vs. All</p><p>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).</p><p><strong>Effect: </strong>The singularity and all squares adjacent to it are difficult terrain. The singularity fully blocks both line of effect and line of sight.</p><p></p><p><strong><em>AS (Q18)</em></strong></p><p></p><p>* <strong>RENDERED NEUTRALIZED BY STARN; SUSTAIN STANDARED</strong></p><p></p><p>DAMAGE TO CREATURES: na</p><p>CONDITIONS TO ENEMIES: R is in Event Horizon range.</p><p></p><p>[HR][/HR]</p><p></p><p><em><strong>CARDINAL ERBAN, HERALD OF ACAMAR</strong> cackles maniacally, a voice deep within him welling up and echoing across the entirety of the remote mountain steading.</em></p><p><em></em></p><p><em>"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!".</em></p><p><em></em></p><p><em>The glow of a celestial Elder Evil accretes around the warlock.</em></p><p><em></em></p><p><em>"BEHOLD! YOUR FINAL PLUNGE INTO THE MAW OF ACAMAR!"</em></p><p><em></em></p><p><em>Everything becomes burning fire and impossibly bright illumination.</em></p><p></p><p>* 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. <strong>D IS UNSUMMONED. STARN LOSES 1 HEALING SURGE.</strong> <strong>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.</strong></p><p><strong>Trigger: An enemy within 5 squares of the regulars hits the regulars with a close or area attack.</strong></p><p><strong>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.</strong></p><p><strong></strong></p><p><strong>* R cannot shift due to Erban's aura. Javelin Volley (CBla5, 2 enemies) vs. Erban's REF 16: r(13) + 6 = 19. SUCCESS.</strong></p><p><strong>Damage: r(9) + 2 = 11.</strong></p><p><strong></strong></p><p><strong><em>PADRAIG </em></strong><em>watches as Erban's unholy fire scorches his <strong>REGULARS</strong>. 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.</em></p><p><em></em></p><p><em>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.</em></p><p></p><p>ᗕ <strong>Burning Accretion Disc (fire, radiant)</strong> ✦ Recharge when first bloodied</p><p>Attack: Close burst 2 (creatures in the burst); +6 vs. Reflex</p><p>Hit: 2d6 + 2 fire and radiant damage.</p><p>Effect: Any creature that makes a melee attack against the cardinal before the end of the cardinal's next turn takes 5 fire damage.</p><p></p><p>* Move: Shift 1 sq to V13.</p><p></p><p>* Minor: Corpse Star's Illumination (R10, radiant) vs R's Will: r(7) +6 -2 (Terjon mark) = 11. Miss.</p><p></p><p>LOCATION: V13</p><p>DAMAGE: 8 fire and radiant damage to D and T and 13 damage to R. <strong>D IS UNSUMMONED. STARN LOSES 1 HEALING SURGE. </strong>11 damage incoming to E.</p><p>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.</p><p>HP: 25/92</p><p>CURRENT DE/BUFFS: 0/1 Action Points.</p><p></p><p>[HR][/HR]</p><p></p><p><strong><em>STARN </em></strong><em>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.</em></p><p></p><p>* Move: Crawl to R15.</p><p></p><p>* 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.</p><p></p><p>* End of Turn: Acamar Singularity (Q18) comes back online.</p><p></p><p>LOCATION: R15</p><p>DAMAGE: 6 psychic damage to E</p><p>CONDITIONS TO ENEMIES: E pushed to W12.</p><p>HP: 13/32</p><p>CURRENT DE/BUFFS: Prone, in Acamar Singularity (Q18).</p><p></p><p>[HR][/HR]</p><p></p><p><strong>E </strong> 19/92 Marked by T UtEoTNT</p><p></p><p>[ATTACH=full]377107[/ATTACH]</p><p></p><p><strong><em>ROUND 7</em></strong></p><p></p><p>[HR][/HR]</p><p></p><p><em>Coming undone, his flesh blackening under his armor and blood coming up in coughs, <strong>TERJON's</strong> 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.</em></p><p></p><p>* Starts Turn: Dazed.</p><p></p><p>* 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. <strong>TRIGGERS Terjon takes 5 fire damage from E's Burning Accretion Disk.</strong></p><p></p><p>* 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.</p><p></p><p>LOCATION: W13</p><p>DAMAGE: 10 to Erban</p><p>CONDITIONS TO ENEMIES: Erban is marked UEoTNT.</p><p>HP: 11</p><p>CURRENT DE/BUFFS: Terjon is dazed (SE).</p><p></p><p>[HR][/HR]</p><p></p><p><strong><em>PADRAIG </em></strong><em>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. </em></p><p><em></em></p><p><em>The Regulars rush in, spears raised! Several pierce him, eliciting unholy screams that will haunt Padraig for the rest of his days. </em></p><p><em></em></p><p><em>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.</em></p><p></p><p>* Move Action: move to V13</p><p></p><p>* Standard Action: Spear Assault, vs. Erban's AC 16- r(10) + 8 = 18. SUCCESS. Damage: r(3) + 5 = 8</p><p></p><p>* End of Turn: 3 damage due to E's aura.</p><p></p><p>LOCATION: V-13</p><p>DAMAGE: 8 to Erban</p><p>CONDITIONS TO ENEMIES: Swarm Attack Aura on E, -2 penalty to AC and Reflex until the end of its next turn</p><p>HP: 6</p><p>CURRENT DE/BUFFS: In E's Aura.</p><p></p><p>[HR][/HR]</p><p></p><p><em>The temporal and spatial regions around the <strong>ASPECT OF ACAMAR SINGULARITIES</strong> 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.</em></p><p></p><p><strong><em>AS (N8)</em></strong></p><p></p><p>* Standard: NO TARGETS.</p><p></p><p>Standard Action Close burst 2</p><p>Target: All creatures in or within 1 squares of the singularity.</p><p>Attack:+6 vs. All</p><p>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).</p><p><strong>Effect: </strong>The singularity and all squares adjacent to it are difficult terrain. The singularity fully blocks both line of effect and line of sight.</p><p></p><p><strong><em>AS (Q18)</em></strong></p><p></p><p>* 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).</p><p></p><p>DAMAGE TO CREATURES: 6 damage to Starn.</p><p>CONDITIONS TO ENEMIES: S is pulled 1 sq to R16 and slowed (SE). S is in Event Horizon range.</p><p></p><p>[HR][/HR]</p><p></p><p><em>"As I go to witness the perfection of absolute void and absolute collective that is our master...SO GO YOU MY FORMER KNIGHT!"</em></p><p><em></em></p><p><em><strong>CARDINAL ERBAN, HERALD OF ACAMAR</strong> howls in zealous glee as his end draws near and his Elder Evil-fueled powers force Terjon toward the same precipice of demise...</em></p><p></p><p>* Begins Turn: In R's Swarm Attack Aura (1).</p><p></p><p>* 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.</p><p></p><p>* Move: 1 sq to W11.</p><p></p><p>* Minor: Corpse Star's Illumination (R10, radiant) vs T's Will: <strong>TRIGGERS R OA VS E's REF; r(20). CRIT. E SLAIN.</strong></p><p></p><p>[USER=6785785]@hawkeyefan[/USER] :</p><p></p><p><em>Erban manages one last attack on Terjon before <strong>Padraig’s</strong> men manage to pin him down. Padraig steps forward and raises his spear. “Any last words, Erban?”</em></p><p><em></em></p><p><em>The fallen priest sneers. “Acamar will…</em></p><p><em></em></p><p><em>”He’s silenced as Padraig plunges his spear down a final time.</em></p><p><em></em></p><p><em>[USER=7028554]@Grendel_Khan[/USER] :</em></p><p><em></em></p><p><em><strong>Terjon</strong> 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."</em></p><p><em></em></p><p><em>[USER=82106]@AbdulAlhazred[/USER] :</em></p><p></p><p><strong><em>Starn </em></strong><em>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. </em></p><p><em></em></p><p><em>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!</em></p><p></p><p>[HR][/HR]</p><p></p><p>And that...is that!</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 9433616, member: 6696971"] [B]Goal (staged)[/B][I]: Rouse the Padraig family from their grief and muster them (5) and Winterhaven itself (8) against Cardinal Erban's heresy and impending coup. [B]RESOLVED[/B].[/I] [B]XP/REWARDS[/B] * 375/3 = [B]125 xp apiece[/B]. * Heroes gain [B]+2 to Initiative, Padraig and Regulars Companion Character[/B], and terrain [B]Winterhaven Militia[/B], [B]Starn's Runic Circles of Pelor, Townsfolk [/B]below. ---------------------------------------------- [SPOILER="Terjon, Knight of Pelor"] [B]Terjon, Knight of Pelor[/B] 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 [B]Blessed Protector[/B]: Adjacent allies gain +1 power bonus to all defenses. Standard Actions (⚔) [B]Valiant Mace (divine, radiant, weapon)[/B] ✦ 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. ➶ [B]By Pelor's Shining Rays, Back Ye (fear, implement, radiant)[/B] ✦ 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 [B]Healing Word (healing) [/B]✦ 2/Encounter Effect: Close burst 5 (one creature in the burst). The target can spend a healing surge. Triggered Actions [B]I Am Your Shield[/B] ✦ 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) [/SPOILER] [SPOILER="Ernest Padraig and His Regulars"] [B]Ernest Padraig and His Regulars[/B] 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 ☼ [B]Swarm Attack[/B] ✦ 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. [B]Swarm[/B] 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 (⚔) [B]Spear Assault (weapon)[/B] ✦ 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 [B]Javelin Volley (weapon)[/B] ✦ 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 [B]Form Up![/B] ✦ 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 [B]Advance and Heave[/B] ✦ 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) [/SPOILER] [HR][/HR] [I]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![/I] [HR][/HR] * [B]Illumination[/B]: Full. * [B]Aspect of Acamar's Singularity (AS on map at altitude ^1)[/B] * [B]Winterhaven Militia (White, Zone)[/B]: 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). * [B]Starn's Runic Circles of Pelor (Yellow, Fantastic Terrain Stunt; exhausts)[/B]: [B]Armor[/B]: Minor Action. Effect: A hero within a runic circle gains Resist 5 fire and radiant damage UtEoNT. [B]Arms[/B]: Minor Action. Effect: A hero within a runic circle MBA turns into a Close Burst 1 and deals radiant damage UtEoNT. * [B]Townsfolk (White T, Fantastic Terrain; exhausts)[/B]: 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. * [B]Trees[/B]: 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. * [B]Fieldstone Wall (Column W)[/B]: Blocking Terrain. *[B] Cardinal Erban, Herald of Acamar (E) [/B](Medium aberrant humanoid, controller, elite): HP 92, AC 17, Fortitude 13, Reflex 15, Will 16, Init +2 *[B] Cardinals' Cavalry (C) x 2 [/B](Large natural humanoid, swarm, mount, skirmisher, standard): HP 48, AC 17, Fortitude 17, Reflex 14, Will 13, Init +5 *[B] Cardinal Erban's Crossbowmen (M) x 6 [/B](Medium natural humanoid, artillery, minion): 1 HP, AC 15, Fortitude 13, Reflex 16, Will 14, Init +5 * [B]Place heroes[/B] in an available square [B]between rows 10-15 and columns E-K (large units refer to top right square of 2 x 2 space) [/B]and [B]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[/B] [ATTACH type="full" alt="1723595345110.png"]376543[/ATTACH] [B][I]ROUND 1[/I][/B] [HR][/HR] [B]Starn Monster Knowledge (No Action) Dungeoneering vs Cardinal Erban: [/B]r(10) +6 = 16. Succeeds Medium but fails Hard DC. [B]Cardinal Erban, Herald of Acamar[/B] 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 ☼ [B]Join The Great Devourer and Sate Your Hunger (psychic) [/B]✦ 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 (⚔) [B]Scepter of the Burning Ring (fire, weapon)[/B] ✦ 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. ➶ [B]Tidal Forces (force)[/B] ✦ 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 [B]Burning Accretion Disc (fire, radiant)[/B] ✦ 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 ➶ [B]Corpse Star's Illumination (radiant)[/B] ✦ 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). ------------------------ [B]Starn Monster Knowledge (No Action) Nature vs Cardinals' Cavalry: [/B]r(6) +1 = 7. Fails Medium DC. [B]Cardinal's Cavalry * 2[/B] 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 ☼ [B]Trampling Swarm (mount)[/B] ✦ 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. [B]Swarm[/B] 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 (⚔) [B]Cavalry Charge (weapon)[/B] ✦ 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 [B]Last Stand[/B] ✦ 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. ----------------------- [B]Starn Monster Knowledge (No Action) Nature vs Cardinals' Crossbowmen: [/B]r(20) +1 = 21. Succeeds High DC. [B]Cardinal Erban's Crossbowmen * 6[/B] 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 (⚔) [B]Handaxe (weapon)[/B] ✦ At-Will Attack: Melee 1 (one creature); +8 vs. AC Hit: 5 damage. (➶) [B]Repeating Crossbow Barrage (weapon) [/B]✦ 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 [HR][/HR] [I]The charge of the [B]CARDINAL'S CAVALRY[/B] 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.[/I] [B][I]C1[/I][/B] * Move: 7 sq to M17. [B]TRIGGERS AS EVENT HORIZON OA (CBu3; CREATURE) AT SQ O16. ATK VS FORT; r(7) +6 = 13. MISS.[/B] * 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). (⚔) [B]Cavalry Charge (weapon)[/B] ✦ 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 ☼ [B]Trampling Swarm (mount)[/B] ✦ 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. [B]Swarm[/B] 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. [B][I]C2[/I][/B] * Move: 7 sq to Q13 (circling to avoid AS Event Horizon and 2 x DT from Militia Zone). [B]TRIGGERS R’s SWARM ATTACK AURA.[/B] * 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. [HR][/HR] [I][B]TERJON [/B]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.[/I] * 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. [B]TRIGGERS SAVING THROW Militia is hindering terrain so C1 saves to fall prone instead, r(4). Fail, they slide.[/B] * 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 [HR][/HR] [B][I]PADRAIG [/I][/B][I]bellows to his [B]REGULARS[/B], 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. [/I] * 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. [B]TRIGGERS OA CAVALRY CHARGE (M2) FROM C2 vs REF: r(10) +6 -2 (Swarm Attack aura) = 14. OA MISSES.[/B] * 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 [HR][/HR] [I]Foiled by the melee scrum of the stalwart Winterhaven militia, the only shots [B]CARDINAL ERBAN'S CROSSBOWMEN[/B] 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![/I] [B]* All Ranged attacks compromised due to Militia and Acamar Singularities; Cover, Superior Cover, or no Line of Sight pending positioning. [I][B][I]M (U15)[/I][/B][/I][/B] * 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). [B][I][B][I][B][I][B][I]M (V15)[/I][/B][/I][/B][/I][/B][/I][/B] * 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). [B][I][B][I]M (W14)[/I][/B][/I][/B] * 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). [B][I][B][I]M (W12)[/I][/B][/I][/B] * 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. [B][I][B][I]M (U12)[/I][/B][/I][/B] * 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. [B][I][B][I]M (U10)[/I][/B][/I][/B] * 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. [HR][/HR] [I]The temporal and spatial regions around the [B]ASPECT OF ACAMAR SINGULARITIES[/B] 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.[/I] [B][I]AS (N8)[/I][/B] * 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). [B]Effect: [/B]The singularity and all squares adjacent to it are difficult terrain. The singularity fully blocks both line of effect and line of sight. [B][I]AS (Q18)[/I][/B] * 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) ([B]BLOODIED[/B]). DAMAGE TO CREATURES: C1 takes 13 damage ([B]BLOODIED[/B]). CONDITIONS TO ENEMIES: C1 is pulled 3 squares to Q16 and slowed (SE). [HR][/HR] [I]"The deliverance from your solitary human condition upon you" gushes [B]CARDINAL ERBAN, HERALD OF ACAMAR [/B]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.[/I] * 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 ➶ [B]Corpse Star's Illumination (radiant)[/B] ✦ 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. [B]TRIGGERS SAVING THROW FOR PRONE IN L15 AS M16 AND N17 ARE SINGULARITY EFFECT SQUARES; r(14). SUCCESS. R IS PRONE IN L15.[/B] Standard Actions ➶ [B]Tidal Forces (force)[/B] ✦ 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 [HR][/HR] [B][I]STARN [/I][/B][I]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?[/I] * 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 ([B]BLOODIED[/B]). [B]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)[/B]: 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. [HR][/HR] [B]C1[/B] 10/48 Dazed UEoTNT, in AS CBu2. [B]C2[/B] 13/48 Adjacent to Militia Zone, in R's Swarm Attack Aura, in Grasping Shadows Zone [B]E [/B] 92/92 0/1 APs [ATTACH type="full" alt="1723757102077.png"]376694[/ATTACH] [B][I]ROUND 2[/I][/B] [HR][/HR] [I]The [B]CARDINAL'S CAVALRY[/B] 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.[/I] [B][I]C1[/I][/B] * Begins Turn: dazed. * Move: Run 4 sq (-5 ATK and grant CA UBoNT). [B]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).[/B] * End of Turn: Saving Throw vs slowed (SE); r(11). Succeeds. Saving throw vs immobilized and vuln 3 all; r(15). Succeeds. [B] TRIGGERS AS's EVENT HORIZON AFTEREFFECT; C1 TAKES 5 DAMAGE. [I]C2[/I][/B] * Start of Turn: Winterhaven Militia; 3 damage (close tag) +5 vuln (close) = 8 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. [HR][/HR] [B][I]TERJON[/I][/B][I] 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.[/I] * 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 [HR][/HR] [I]With the two cavalry units scattered, [B]PADRAIG [/B]rallies his [B]REGULARS [/B]take a moment to reform his squad. The collective prepares themselves for the next inevitable volley from Erban's crossbowmen.[/I] * 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 [HR][/HR] [I]After an orderly reload by the entire unit, the bulk of [B]CARDINAL ERBAN'S CROSSBOWMEN[/B] 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![/I] [B]* 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. [I][B][I]M (Q22)[/I][/B][/I][/B] * 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. [B][I][B][I][B][I][B][I]M (S22)[/I][/B][/I][/B][/I][/B][/I][/B] * Move: 5 sq to N22. * Standard Action: Repeating Crossbow Barrage (R10, weapon) vs S's AC: r(3) +10 (cover) = 13. Miss. [B][I][B][I]M (V17)[/I][/B][/I][/B] * 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). [B][I][B][I]M (V16)[/I][/B][/I][/B] * 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). [B][I][B][I]M (V15)[/I][/B][/I][/B] * 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). [B][I][B][I]M (U15)[/I][/B][/I][/B] * Standard Action: Repeating Crossbow Barrage (R10, weapon) vs R's AC: r(6) +10 -2 (cover) -2 (prone) +2 (CA) = 14. Miss. * 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. [HR][/HR] [I]The temporal and spatial regions around the [B]ASPECT OF ACAMAR SINGULARITIES[/B] 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![/I] [B][I]AS (N8)[/I][/B] * 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). [B]Effect: [/B]The singularity and all squares adjacent to it are difficult terrain. The singularity fully blocks both line of effect and line of sight. [B][I]AS (Q18)[/I][/B] * 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). [B]C1 SLAIN[/B]. DAMAGE TO CREATURES: C1 takes 8 damage. [B]C1 SLAIN[/B]. CONDITIONS TO ENEMIES: C1 is pulled 1 squares to Q20 and slowed (SE). [HR][/HR] [I]"You fools. You fight against your own fulfillment," claims an increasingly frenzied [B]CARDINAL ERBAN, HERALD OF ACAMAR [/B]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.[/I] * 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 [HR][/HR] [I]As the cavalry moves back towards Starn, he attempts to backpedal. As [B]STARN [/B]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.[/I] * 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; [B]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.[/B] Triggered Actions [B]Last Stand[/B] ✦ 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 ([B]SLAIN[/B]). 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 [HR][/HR] [B]C1[/B] 2/48 In AS CBu2. [B]E [/B]92/92 0/1 APs [ATTACH type="full" alt="1723855286673.png"]376767[/ATTACH] [B][I]ROUND 3[/I][/B] [HR][/HR] [I]As the last rider falls, [B]TERJON [/B]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! [B]Now!![/B]" 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.[/I] * 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. [B]MINION SLAIN[/B]. LOCATION: J21 DAMAGE: [B]M at K22 SLAIN[/B] CONDITIONS TO ENEMIES: na HP: 41+10 temporary. CURRENT DE/BUFFS: na [HR][/HR] [B][I]PADRAIG [/I][/B][I]rallies his [B]REGULARS [/B]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...[/I] * 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. [B]M (N22) SLAIN.[/B] LOCATION: M21 DAMAGE: [B]M (N22) SLAIN[/B] CONDITIONS TO ENEMIES: na HP: 39/49 CURRENT DEBUFFS/BUFFS: In AS's Event Horizon, grant CA UEoCECNT. [HR][/HR] [I]After an orderly reload by the entire unit, the bulk of [B]CARDINAL ERBAN'S CROSSBOWMEN[/B] 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.[/I] [B][I][B][I]M (Q22)[/I][/B][/I][/B] * 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. [B][I][B][I]M (S23)[/I][/B][/I][/B] * Standard Action: Repeating Crossbow Barrage (R10, weapon) vs R's AC: r(2) +10 +2 (CA) = 14. Miss. * Move: 5 sq to N24. [B][I][B][I]M (S22)[/I][/B][/I][/B] * Free Action: Drop Crossbow. * Minor Action: Draw Handaxe: * Standard: Charge to N22 and MBA Handaxe (M1, weapon) vs R's AC: r(1). AUTOMISS. [B][I][B][I]M (T22)[/I][/B][/I][/B] * 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 [HR][/HR] [I]The temporal and spatial regions around the [B]ASPECT OF ACAMAR SINGULARITIES[/B] 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.[/I] [B][I]AS (N8)[/I][/B] * 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). [B]Effect: [/B]The singularity and all squares adjacent to it are difficult terrain. The singularity fully blocks both line of effect and line of sight. [B][I]AS (Q18)[/I][/B] * 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). [B]Effect: [/B]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. [HR][/HR] [I]"Be one with our lord" [B]CARDINAL ERBAN, HERALD OF ACAMAR [/B]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!"[/I] * 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. [HR][/HR] [B][I]STARN [/I][/B][I]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![/I] * 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. [B]M (Q23) SLAIN[/B]. 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. [B]TRIGGERS STARN FALLS PRONE[/B]. * 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: [B]M (Q23) SLAIN[/B], 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. [HR][/HR] [B]E [/B] 74/92 Adjacent to Shock Beetle Swarm [ATTACH type="full" alt="1723889998965.png"]376795[/ATTACH] [HR][/HR] [B][I]TERJON [/I][/B][I]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!"[/I] * 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. [B]M (N22), M (N24) SLAIN[/B]. LOCATION: M23 DAMAGE: [B]M (N22), M (N24) SLAIN[/B] CONDITIONS TO ENEMIES: na HP: 41+5 temporary. CURRENT DE/BUFFS: Runic Arms; MBA CBu1 w/ radiant tag UEoNT. [HR][/HR] [B][I]PADRAIG[/I][/B][I] 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.[/I] * Starts turn: dazed * Standard: Javelin Volley. Close Burst 5 vs. REF 16. M(K24) r(16) +6 = 22. Hit. [B]M(K24) SLAIN.[/B] * End of Turn: Saving throw vs. Dazed - r(6) FAILED. LOCATION: L21 DAMAGE: [B]M(K24) SLAIN.[/B] CONDITIONS TO ENEMIES: na HP: 37 CURRENT DEBUFFS/BUFFS: Dazed (SE) [HR][/HR] [I]The temporal and spatial regions around the [B]ASPECT OF ACAMAR SINGULARITIES[/B] 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.[/I] [B][I]AS (N8)[/I][/B] * 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). [B]Effect: [/B]The singularity and all squares adjacent to it are difficult terrain. The singularity fully blocks both line of effect and line of sight. [B][I]AS (Q18)[/I][/B] * 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). [B]Effect: [/B]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. [HR][/HR] [I]Despite the summonings of Starn forcing him on his heels, [B]CARDINAL ERBAN, HERALD OF ACAMAR[/B] remains defiant.[B] [/B]"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![/I] * 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. [B]TRIGGERS SAVING THROW FOR PRONE IN N22; r(3) FAILS. T SLIDES TO N21[/B]. R slides 2 sq to O19 (AS CBu2 attack range) and grants CA UEoCNT. [B]TRIGGERS SAVING THROW FOR PRONE IN M21; r(4) FAILS. R SLIDES TO O19.[/B] * 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. [HR][/HR] [I][B]STARN [/B]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![/I] * 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 [B][I]Unfurl Spacetime Perturbance (Encounter)[/I][/B][I] - Arcana DC 21 (Standard Action; M1): Acamar’s Singularity (Q18) is neutralized UtEoSNT. Sustain Standard[/I]. r(9) +13 = 22. Success. [B]WHITE 2 X 2 WHILE NEUTRALIZED. WHILE NEUTRALIZED, THIS AREA IS NORMAL TIMESPACE AND NO LONGER BLOCKS LOS/LOE.[/B] [LIST] [*]Dust Devil Intrinsic Action: Move up to its speed adjacent to Erban; 4 sq (2 x DT) to T21. [B]TRIGGERS STARN FALLS PRONE (NA; already prone).[/B] [*]End of Turn; Dust Devil takes 3 psychic damage due to Join The Great Devourer and Sate Your Hunger (psychic) Aura 3. [/LIST] LOCATION: O17 DAMAGE: na CONDITIONS TO ENEMIES: AS (Q18) neutralized UtEoSNT; Sustain Standard. [B]WHITE 2 X 2 WHILE NEUTRALIZED. WHILE NEUTRALIZED, THIS AREA IS NORMAL TIMESPACE AND NO LONGER BLOCKS LOS/LOE.[/B] 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. [HR][/HR] [B]E [/B] 72/92 [B]SINGULARITY (Q18) NEUTRALIZED UEoSNT; SUSTAIN STANDARD.[/B] [ATTACH type="full" alt="1724008150535.png"]377019[/ATTACH] [B][I]ROUND 5[/I][/B] [HR][/HR] [B][I]TERJON[/I][/B][I] 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![/I] * 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. [HR][/HR] [B][I]PADRAIG [/I][/B][I]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.[/I] * 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 [HR][/HR] [I]The temporal and spatial regions around the [B]ASPECT OF ACAMAR SINGULARITIES[/B] 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.[/I] [B][I]AS (N8)[/I][/B] * 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). [B]Effect: [/B]The singularity and all squares adjacent to it are difficult terrain. The singularity fully blocks both line of effect and line of sight. [B][I]AS (Q18)[/I][/B] * [B]RENDERED NEUTRALIZED BY STARN; SUSTAIN STANDARED[/B] DAMAGE TO CREATURES: na CONDITIONS TO ENEMIES: R is in Event Horizon range. [HR][/HR] [I]On his heels from the assault of his former knight, [B]CARDINAL ERBAN, HERALD OF ACAMAR[/B] 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![/I] * 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. (⚔) [B]Scepter of the Burning Ring (fire, weapon)[/B] ✦ 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. [HR][/HR] [B]STARN [/B]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. * Standard: Sustain Neutralize Acamar's Singularity. * Move: Dust Devil 6 sq to U15. * Dust Devil Intrinsic Nature: CBu1 ATK vs E's Ref: r(1) +8 = AUTOMISS. * 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. [B]WHITE 2 X 2 WHILE NEUTRALIZED. WHILE NEUTRALIZED, THIS AREA IS NORMAL TIMESPACE AND NO LONGER BLOCKS LOS/LOE.[/B] 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. [HR][/HR] [B]E [/B] 60/92 Marked by T UEoTNT [B]SINGULARITY (Q18) NEUTRALIZED UEoSNT; SUSTAIN STANDARD. [ATTACH type="full" alt="1724106526260.png"]377079[/ATTACH] ROUND 6[/B] [HR][/HR] [B][I]TERJON [/I][/B][I]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.[/I] * 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). [HR][/HR] [B][I]PADRAIG'S REGULARS[/I][/B][I] 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.[/I] * 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 [HR][/HR] [I]The temporal and spatial regions around the [B]ASPECT OF ACAMAR SINGULARITIES[/B] 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.[/I] [B][I]AS (N8)[/I][/B] * 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). [B]Effect: [/B]The singularity and all squares adjacent to it are difficult terrain. The singularity fully blocks both line of effect and line of sight. [B][I]AS (Q18)[/I][/B] * [B]RENDERED NEUTRALIZED BY STARN; SUSTAIN STANDARED[/B] DAMAGE TO CREATURES: na CONDITIONS TO ENEMIES: R is in Event Horizon range. [HR][/HR] [I][B]CARDINAL ERBAN, HERALD OF ACAMAR[/B] 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.[/I] * 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. [B]D IS UNSUMMONED. STARN LOSES 1 HEALING SURGE.[/B] [B]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. [I]PADRAIG [/I][/B][I]watches as Erban's unholy fire scorches his [B]REGULARS[/B]. 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.[/I] ᗕ [B]Burning Accretion Disc (fire, radiant)[/B] ✦ 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. [B]D IS UNSUMMONED. STARN LOSES 1 HEALING SURGE. [/B]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. [HR][/HR] [B][I]STARN [/I][/B][I]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.[/I] * 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). [HR][/HR] [B]E [/B] 19/92 Marked by T UtEoTNT [ATTACH type="full" alt="1724133901172.png"]377107[/ATTACH] [B][I]ROUND 7[/I][/B] [HR][/HR] [I]Coming undone, his flesh blackening under his armor and blood coming up in coughs, [B]TERJON's[/B] 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.[/I] * 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. [B]TRIGGERS Terjon takes 5 fire damage from E's Burning Accretion Disk.[/B] * 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). [HR][/HR] [B][I]PADRAIG [/I][/B][I]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.[/I] * 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. [HR][/HR] [I]The temporal and spatial regions around the [B]ASPECT OF ACAMAR SINGULARITIES[/B] 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.[/I] [B][I]AS (N8)[/I][/B] * 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). [B]Effect: [/B]The singularity and all squares adjacent to it are difficult terrain. The singularity fully blocks both line of effect and line of sight. [B][I]AS (Q18)[/I][/B] * 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. [HR][/HR] [I]"As I go to witness the perfection of absolute void and absolute collective that is our master...SO GO YOU MY FORMER KNIGHT!" [B]CARDINAL ERBAN, HERALD OF ACAMAR[/B] howls in zealous glee as his end draws near and his Elder Evil-fueled powers force Terjon toward the same precipice of demise...[/I] * 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: [B]TRIGGERS R OA VS E's REF; r(20). CRIT. E SLAIN.[/B] [USER=6785785]@hawkeyefan[/USER] : [I]Erban manages one last attack on Terjon before [B]Padraig’s[/B] 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. [USER=7028554]@Grendel_Khan[/USER] : [B]Terjon[/B] 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." [USER=82106]@AbdulAlhazred[/USER] :[/I] [B][I]Starn [/I][/B][I]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![/I] [HR][/HR] 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. [/QUOTE]
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A Monk, a Wizard, and a Swordmage Walk into a Fallcrest; a 4e Story Now game
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