[Adventure] A Call for Lovers (DM: jbear Judge:Lord Sessadore)


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Sir Flibbertigibbet catches his flying sword and charges the second berserker, smashing into him in a shower of ice.

[sblock=actions]Move: Daphne shift to K5, Sir Flib moves a few squares

Standard: charge to L12 (1 square up). icy skewer vs AC (+2 CA, +1 charge), H1; damage
14(1d20) +9 +2 +1 = 26; 9(1d10) +9 +4(1d8) = 22
hit for 22 cold damage, 26 if song of savagery is active (I thought it had been used up, but if not I'll use it).[/sblock]

[sblock=Sir Flibbertigibbet]Sir Flibbertigibbet
Male Pixie Hexblade 3
Initiative: +5, Passive Perception: 16, Passive Insight: 11, Senses: Low-Light Vision
AC:19 (--), Fort:15 (--), Reflex:16 (--), Will:17 (--)
HP:34/37, Bloodied:18, Surge Value:9, Surges left:6/8
Action Points: 1
:bmelee: Icy Skewer +9 vs. AC, 1d10+9 cold damage and Sir Flibbertigibbet gets a +2 power bonus to all defenses against the target’s attacks until EoNT.
:branged: Eldritch Bolt +6 vs. Reflex, 1d10+9 force damage, range 10
Eldritch Bolt, Icy Skewer, Soul Step
[o] Pixie Dust
[o] Shrink
[o] Piercing Shard
[o] Piercing Shard
[o] Ethereal Stride
[o] Second Wind
[o] Action Point

[o] Armor of Winter’s Grasp
[o] Vanguard Weapon daily


Conditions: none

Full sheet: Sir Flibbertigibbet[/sblock]

[sblock=Daphne]Daphne
Female Fey Wolf (refluffed blink dog) Beast Companion 3
Speed: 7; Passive Perception: 18; Senses: Low-Light Vision
AC:18 (--), Fort:16 (--), Reflex:16 (--), Will:16 (--)
HP:18/18, Bloodied:9
Aura 1: Blinking Pack--Daphne or any ally in the aura can use a move action to teleport to another square in the aura.
:bmelee: Blinking Bite +8 vs. AC, 1d8+1 damage and Daphne teleports up to 2 squares.

Conditions: none
[/sblock]
 

In spite of the agony and shock from being throttled by her own shadow, Zuri uses the momentum provided by Wat's gust of wind to punch her hilt hard into the startled human's face, who instantly falls into the heap already created by the other axeman.

With a presence of mind, Zuri then puts her dagger away, to free her up to reload her Hand crossbow, before readying her dagger again. The shadow around her throat appears dismayed and drifts away on the wind.

Rain, impressed with Zuri and Sir Flibbertigibbet's opportune attack and free to act, decides to attack the other Boggle. Not entirely trusting the pretty flowers, she runs around them and then with a clear path, charges at the foe to land a blow, this time using the edge of her Farbond Spellblade.



[sblock=Zuri's actions]Zuri's hit points, because of Sabynha's unicorn charge HP bonus and Second Wind last turn are now 30 + 1 THP at the start of her turn, but that suddenly drops to 26 HP with the Ongoing 5 damage.

Standard Action: Guarded Attack on Human 1 (I think with 14 HP's), with Combat Advantage (not striking to kill) - Total to Hit = 19, Damage is 12.

Sneak Attack: +2d8+2 dmg 1/turn when Zuri hits with CAdv = 10, for a total of 22 (Not striking to kill).

Guarded Attack: Melee: +9 vs AC; 2d4+5 dmg and if target attacks before eont make a MBA against it as Imm. Interrupt and the target takes a -2 penalty to triggering attack roll

Minor Action: Put held dagger in sheath.

Free Action: Reload Hand crossbow (Load free).

Move Action: Draw a dagger once again.

Saving Throw against ongoing 5 damage and Immobilise = 13. Success.

Pretty certain that Human 2 is slumbering on top of his buddy.

[/sblock]

[sblock=Rain's actions]Rain's hit points, because of Sabynha's unicorn charge HP bonus and Second Wind last turn are now 41 + 1 THP at the start of her turn.

Move Action: Move from K12 to E13.

Standard Action: Rain charges the Boggle (moving to E16) with Basic Attack Farbond Spellblade (Longsword) +1 : +9 vs AC, D8+5 damage - Total to Hit = 27 (forgot to add +1 for charge) and Damage is 8.

Potential Interrupts: If anything attacks and hits a friend including Daphne, Rain will try to send it off to attack a another foe.

Dimensional Vortex (Encounter, Immediate Interrupt, Ranged 10 Arcane, Implement, Teleportation)
Target: The triggering enemy.
Attack: +6 vs. Will
Trigger: An enemy hits an ally with a melee attack.
Hit: You teleport the target 5 squares. The target then makes its melee attack against a creature that you choose. If no creatures are within the range of the target, then the attack is expended.
Aegis of Shielding: If the target is marked by your Aegis of Shielding power, the target's melee attack deals 3 extra damage.

Aegis of Shielding might work if the axeman gets up from his nap.

Guardian's Counter might be used, if it is appropriate and can cause a total miss.

Guardian’s Counter (Encounter Immediate Interrupt Close burst 2 Martial)
Trigger: An ally within 2 squares of you is attacked and you are not included in the attack.
Effect: You and the ally shift 2 squares as a free action, swapping positions. You become the target of the triggering attack in place of the ally. After the attack is resolved, you can make a basic attack against the attacker.

All else failing, Rain will use Infernal Wrath if no allies are hit and she is.

Infernal Wrath (Encounter Free Close burst 10 Fire)
Target: The triggering enemy in the burst
Trigger: An enemy within 10 squares of you hits you.
Effect: The target takes 1d6+4 fire damage.

Then there is this if Rain and an ally are both caught in an attack by her marked foe:


Leather Armour of Aegis Expansion +1 (Property, Encounter, Immediate Interrupt)
Trigger: Power (Encounter): Immediate Interrupt. Trigger: A creature you have marked with your Aegis of Shielding power targets you and at least one of your allies with an attack.
Effect: The damage of the triggering creature's attack damage is reduced by 6.


[/sblock]


[sblock=Zuri Stats]
Eladrin Rogue lvl 3
26 +0 THP/ 34 (+5 THP per encounter) HPs 5/7 surges Surge Value 8 +1 THP
AC 17 F/R/W 13/17/14
Init +5 Speed 6
Str 14 Con 12 Dex 18 Int 14 Wis 10 Cha 14

MBA: Dagger +7, 1d4+3 dmg
RBA: Dagger +9, 1d4+5 dmg, 5/10; Rebounding Hand crossbow +1 +8, 1d6+5 dmg

Skills: Stealth +10, Thievery +10, Athletics +8, Bluff +10, Intimidate +8, Streetwise +8, Arcana +5, History +5, Perception +6
Feats: Weapon Focus: Light Blades; Backstabber

Action Points: 1
USED SECOND WIND.
[sblock=At Will Powers]
Riposte Strike: +9 vs AC; 1d4+5 dmg and if target attacks before eont make a MBA against it as Imm. Interrupt.

Disheartening Strike: Melee: +9 vs AC; 1d4+5 dmg and target takes -2 to atks TENT
(Ranged: +8 vs AC; 1d6+5).

Sneak Attack: +2d8+2 dmg 1/turn when Zuri hits with CAdv.
[/sblock]
[sblock=Encounter Powers]
Guarded Attack: Melee: +9 vs AC; 2d4+5 dmg and if target attacks before eont make a MBA against it as Imm. Interrupt and the target takes a -2 penalty to triggering attack roll [X]

Fey Step [ ]

Sneak in the attack: (minor; melee 1) Until start of Zuri's next turn the next ally who hits the target with CAdv deals 2d8+2 extra dmg [X]

Low Slash: (minor action) Melee: +9 vs Reflex; 1d4+5 dmg (+2 more dmg if flanking the target) plus the target slides one square and is slowed until eont. [ ]

Surprise Strike (Outlaw Theme): (no action) When using a basic attack or an at-will weapon attack power, and you hit an enemy that is granting combat advantage to you, then the enemy is dazed until the end of your next turn. [ ]
[/sblock]
[sblock=Daily Powers]
Precise Incision: (Reliable) +9 vs AC; 3d4+5 dmg [ ]

[/sblock] [/sblock]


[sblock=Ministats]Rain


Female Tiefling Swordmage, Level 3.
Initiative: +2, Passive Perception: 10, Passive Insight: 11. Senses: Low-light vision.
AC: 21, Fort: 15, Reflex: 16, Will: 16.
HP:
41 + 1 THP/43 (+5 THP per encounter), Bloodied: 21, Surge Value: 10, Surges left: 5/11
Speed: 6 squares. Size: Medium. Languages: Tsugo, Allarian.
Saving Throw Bonuses: Nothing to report.
Action Points: 1

Powers:
Infernal Wrath
Second Wind [USED]
Guardian's Counter
Aegis of Shielding
Sword Burst
Booming Blade
Sword of Sigils
Dimensional Thunder
Arcane Mutterings
Dimensional Vortex
Leather Armour of Aegis Expansion - Encounter Power
Cape of the Mountebank +1 - Daily Power

Conditions: None.
[/sblock]
 

Sabynha mirrored the caution that Rain showed, dashing around the flower bed before barreling at their foe. She executed a spinning pirouette, coming down hard with her enchanted blade, and followed that up with a slap to its face with her buckler.

Her blows left the creature reeling in place, and filled her allies with vigor to finish the fight.

[sblock=actions]Start-of-turn, Focused Discipline (offence) +1 to hit on MBAs
Minor Action: Song of Savagery - if I hit, an ally can claim +4 to their next damage roll
Move Action: L16 - F20
Standard: Charge F20 -> E18 1d20+9+1+1=28, 1d6+7=8, 1d8=6 Hit for 14 damage.
Free Action: Lesser Flash of Distraction - target is Dazed EONT[/sblock]
 

The xivort shadow caller, dazed and confused, attempts to cast another spell and is duly cut to ribbons by Sabynha and Rain. Finding himself alone and badly out numbered the final xivort flees for its life, back towards the gate that the heros had just entered. Daphne takes a good chunk out of his pants as he runs by. Wat rattles its head with a lightning bolt. Zuri cuts him down a few feet outside inserting her lethal blade between its scapula.

The heros find themselves alone in the quite beautiful surrounds of the garden filled with sweet music, the ambience marred only by the purple blood spilt upon the paving stones, the corpses and the nasal snoring of the two unconscious barbarians.

Although the group might be keen to press on as soon as possible, the only entrance into the Palace of Spires appears to be the highly polished, tall and seemingly impenetrable palace doors that stand at the opposite end of the of the pool from where they entered. Unless someone wanted to try and climb to the upper stories of the palace along the side of the garden to attempt to enter through the dozens of long windows above.

GM: Combat is effectively over! You may take a short rest and then explore the area to figure out how to get into the Palace of Spires.
 

"Now that that's over with, let's see if we can bring around our new friends here, shall we?" Sabynha took a handkerchief and used it like a glove to pluck the golden crowns from the heads of the unconscious brutes.

"Hopefully, with these removed, the spell will be broken..." She futher examined them, looking to see if they'd be worth anything, or usable in another capacity. As she did so, the vistani hummed softly, unconsciously falling into harmonic synchronization with the mystical music of the garden.

"Should we tie them up? Just to be sure?"

OOC: I think we're pretty unhurt, but if anyone does need to spend a surge, they can do so at +4hp from Song of Rest. I didn't use either healing power from my aura either; would the two be usable in conjunction with each other? {This has never happened to me before, haha.)

If so it's an extra +1d6 for two surges.
 

GM: Sure, Max out your healing as much as possible :)


The barbarian's do stir when the circlets are removed but remain unconscious for the time being. Dousing them with water would certainly stir them to waking if the group so chose to do.

The finely crafted golden head bands are indeed valuable, Sabynha guesses that they are of eladrin make. You estimate that you could fetch 250 gp for each of them. She also determines that they are not innately magical themselves. They have simply been used as the focus of whatever ritual was used to dominate their will.
 

"I think the keys are important here. Perhaps someone could take a look at the door while Sabynha and I tend to the humans. I think after such a... graceful display they will be more than happy to talk to you."

As they get ready to retrieve some water from the pool, Wat reaches out and touches Sabynha's arm.

"Perhaps one at a time would be advised?"

OOC: Wat regains encounter powers during the rest but does not require healing.
 

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