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

jbear

First Post
"I am sorry, you seem to be right, Wat. They are only reacting to us because we are a threat. We should finish this." Sabynha was saddened that there seemed to be no other way.

Something in Sabynha's words strike in the hearts of her valiant and deadly companions. The caryatid columns were only reacting because they saw the group as a threat. If these things possessed an almost mindless focus and a lack of free will, why did they consider the group a threat? Perhaps there was another way to end this?
 

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Neil1889

First Post
Assuming Rain will interrupt with Infernal Wrath.

Rain held her concentration through the first onslaught to penalise the second statue's attack with the hell fire from her Tiefling bloodline.


[sblock=infernal wrath]Would like to see if this drops CC2.

Infernal Wrath as interrupt on Caryatid 2 - Total Damage = 9.

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.

[/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:
16 + 0 THP/43 (+0 THP), Bloodied: 21, Surge Value: 10 +1 THP, Surges left: 5/11
Speed: 6 squares. Size: Medium. Languages: Tsugo, Allarian.
Saving Throw Bonuses: Nothing to report.
Action Points: 1

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

Conditions: Bloodied.
[/sblock]
 


Son of Meepo

First Post
Wat wanted more than anything for the fighting to end as destroying these statues would get them no closer to their final goal.

"Stow your weapons and step away. I think they have attacked us because we are fighting."

But Wat wouldn't allow Sabynha to be perceived as a threat alone. He called strokes of lightning down on the two statues and then positioned himself next to Sabynha in order to give the statue one more option for a target.

Standard: Divine Bolts (CC1, CC2) (1d20+6=15 Reflex, 1d6+5=7 lightning, 1d20+6=24 Reflex, 1d6+5=9 lightning)
Move: H9
 

Mewness

First Post
Sir Flibbertigibbet hesitates, looking back and forth between the statues and his companions. "A true knight never casts away his weapon before the end of battle," he mutters. Nevertheless, he tosses away his sword and backs away. The sword lands soundlessly on the thick rug, sinking into the pile and vanishing.

[sblock=ooc]Sir F is now unarmed. He can still attack with his Eldritch Bolt, but that's about it.[/sblock]
 

Neil1889

First Post
With both of Zuri's and Sabynha's help through the Skald's aura, Rain rallied against the onslaught of the statues.

Egged on by Sabynha's song, Zuri felt that she couldn't let the statue she'd struck previously get away without one last pin prick, so she slashed viciously at the guardian before placing her hand-crossbow on her belt and dropping one of her daggers to the floor.

"I think that these beings would defend this place against those who bear arms in most circumstances, with or without Soryth," said Rain as she lay her shielding enchantment over one of the statues.

Rain then spoke to the heavily damaged Caryatid, "Return to your post, Guardian! Shake off the witch's corruption and let us carry out our business!"

Then she too sheathed her blade. It was large gamble, as some of her own magical protection would be weakened!


[sblock=Zuri's actions]Minor Action: Uses Sabynha's Skald's Aura to heal Rain for her Healing Surge value (+1 THP) +1d6 ( = 4 )

Standard action: Riposte Strike against Caryatid 2, granting Combat Advantage to her - Total to Hit = 17, Potential damage is 9, plus 7 Sneak Attack and perhaps 4 for Song of Savagery for a total of 21.

Riposte Strike: +9 vs AC; 1d4+5 dmg and if target attacks before eont make a MBA against it as Imm. Interrupt.

Sneak Attack: +2d8+2 dmg 1/turn when Zuri hits with CAdv.

Move Action as a Minor Action: Sheathes Hand-crossbow.

Free Action: Drops a dagger.

[/sblock]

[sblock=Zuri Stats]
Eladrin Rogue lvl 3
33 / 34 (+5 THP per encounter) HPs. 3/7 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: Used

[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. [X]

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. [X]
[/sblock]
[sblock=Daily Powers]
Precise Incision: (Reliable) +9 vs AC; 3d4+5 dmg [ ]

[/sblock] [/sblock]


[sblock=Rain's actions and Potential Interrupts]

Minor Action: Mark Caryatid 1 with Aegis of Shielding.

Standard Action: Second Wind = 10 HP's + 1 THP. +2 to Defences until Rain's TENT.

Free Action: Rain uses Arcane Mutterings on Caryatid 2 as an 'Intimidate':

Arcane Mutterings (Encounter Free action Personal)
Trigger: You would make a Bluff, a Diplomacy or an Intimidate check.
Effect: You make an Arcana Check in place of the Bluff, Diplomacy or Intimidate check.


ACTION POINT! Standard Action: 'Intimidate' or perhaps Diplomacy (?) using Arcana Check through Arcane Mutterings against Caryatid 2 - Total = 23.

Move Action as a Minor action: Sheathe blade. Her AC drops by 3 from the value below.

Potential Interrupts:As a possible interrupt, she'll use the Aegis of Shielding:

Aegis of Shielding (Minor Close burst 2 ✦ Arcane)
Target: One creature in burst
Effect: You mark the target. The target remains marked until you use this power against another target. If you mark other creatures using other powers, the target is still marked. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. If your marked target makes an attack that does not include you as a target, it takes a -2 penalty to attack rolls. If that attack hits and the marked target is within 10 squares of you, you can use an Immediate Interrupt to reduce the damage dealt by that attack to any one creature by 8 points of damage.



If an enemy attacks an ally and criticals, then she might try:

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.

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.


Then there is this if Rain and an ally are both caught in an attack by a 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=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:
40 + 2 THP/43 (+0 THP), Bloodied: 21, Surge Value: 10 +1 THP, Surges left: 3/11
Speed: 6 squares. Size: Medium. Languages: Tsugo, Allarian.
Saving Throw Bonuses: Nothing to report.
Action Points: 0

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

Conditions: +2 to Rain's Defences until the end of her next turn.
[/sblock]
 
Last edited:

jbear

First Post
As suspected, as soon as the group sheaths weapons the animate columns lose interest in them and turn their attack upon those who remain with weapon in hand. Wat bravely stands next to Sabynha but the columns both direct their flurry of heavy strikes at the skald, as though they did not consider his staff a weapon. Sabynha ducks and weaves, dodging most of the blows which for the most part are greatly slowed by Rain's defensive aegis, but one of the strikes scores across her shoulder causing her to grunt in pain. A moment later she follows her companions gambit and sheaths her sword. The companions back away from the stone guardians, waiting tensely to see if their attacks will end for good. The columns in turn raise their own swords high as though waiting to see if the group will draw their weapons again. When they do not, the two rather badly damaged columns clomp back off down the hall and return to their post leaving the hallway still as the dust settles.

A moment later, as the final spasms leave Kalbon's corpse, the fountain changes form. The inverted water wavers and disappears as the water staircase connects to it leaving the way clear to ascend to the upper level. From somewhere up there, you hear a female scream.


[sblock=Combat]

CC1 & CC2 both attack Sabynha. Double Scimitar attacks: CC1 1d20+6=10 1d20+6=16 CC2 1d20+8=26 1d20+8=13 3 misses and 1 hit for 18 dmg

The Gambit to sheath weapons is successful. The Columns however ignore Wat and his staff as they ignored the fact he was carrying it when you entered.

I am going to assume Sabynha also sheaths her sword next round. Nothing is gained from continuing to fight or destroy the columns so ending combat and moving things along.
[/sblock]


GM: Combat over! Congratulations, you may now advance to level 4 for the final confrontation. The benefit of the moonstones will remain for this last combat. If you are successful in defeating Soryth I will calculate all XP earned and you can advance to your correct level. There will be a nice in game 'RP explanation' for such a jump in power which will be nice.

In any case: level up (you gain the HPs for levelling but need to heal yourself from there back to full as per normal spending the necessary surges).

Then make a post with your updated stats and your short rest and let me know that your character is heading up the water stairs.
 

Nemesis Destiny

Adventurer
Sabynha winced from the painful strike and immediately sheathed her sword as it became glaringly obvious what was going on. She stepped back from the towering guardians, feeling vulnerable for a few moments and was quite relieved that the statues decided to break off their attack.

[sblock=actions]Minor Action: Sheathe sword
Standard Action: Full Defence (pointless, I know)
Move Action: Shift away from the statues[/sblock]

She asked if everyone else was well before tending to her own wound. It wasn't as bad as it felt; the armour given to her by the satyr had spared her a nasty scar, though she would need to mend her blouse.

Soryth's scream filled her with determination, and she spoke in a grim and venomous tone, "You will scream again before the day is done, hag."

She practically spat the final sylabble, and without thinking, made a gesture she'd seen her matron do many times; she made the sign of the vistani evil eye, which intoned her insult with a subtle magic. It would serve to bolster her allies in their brief rest.


"We should show her no mercy, and strike her down quickly, just as we did her servant Kalbon."

[sblock=sheet]Here is Sabynha at level 4
http://l4w.wikia.com/wiki/PC:Sabynha_(Nemesis_Destiny

Summary of Changes:
* +5hp bringing her total to 43 (bloodied & surge adjusted)
* +1 to all level scaling from hitting 4th
* +1 Charisma, +1 Dexterity
* Feat choice: Surprising Charge
* Retraining: Switched Streetwise Training for Athletics in preparation for Duelist's Panache later on.[/sblock]
OOC: We get an AP, correct?

Sabynha is spending 2 surges to get back to full, even though one is partially wasted. If this is the "boss fight" I want to be at full power. Anyone spending surges gets +4 from Song of Rest.

If possible, I would also like to activate my stance before the fight...


Once it looks like her friends are ready, she will proceed up the stairs, slowly, cautiously, looking for cover along the way. Once she's reasonably sure that she's out of sight of the statues, she draws her blade again, and walks on the balls of her feet - ready to enter the dance of swords at a moment's notice...
 
Last edited:

Neil1889

First Post
Zuri, not wanting to draw the attention of the statues again, kicks her dropped dagger through the door of the room that they started this fight in before going over to pick it up and sheathe it.

But before she does put the dagger away, Zuri twirls the dagger in her left hand and draw another into her right. Something about how the Caryatids had fought had intrigued her.

"Well, why not," she says, twirling the daggers together.

Replacing the daggers to their sheathes, she heads over to the vicinity of the water staircase and waits.

[sblock=Zuri's actions]No particular actions. Her temp HP's will recover to +5.

I've edited her stat block below.

Summary of Changes:
* Ability Scores increases are +1 Dexterity (now 19), +1 Strength (now 15).
* +5 HP’s for levelling, bringing her total to 39 (surge adjusted).
* +1 to appropriate level scaling for hitting 4th Level.
* Feat choice – Two-Weapon Fighting: While wielding a melee weapon in each hand, you gain a +1 bonus to the damage rolls of weapon attacks that you make with a melee weapon.[/sblock]

[sblock=Zuri Stats]
Eladrin Rogue lvl 4
38 + 5 THP's / 39 (+5 THP per encounter) HPs. 3/7 surges. Surge Value 9 +1 THP
AC 18 F/R/W 14/18/15
Init +6 Speed 6
Str 15 Con 12 Dex 19 Int 14 Wis 10 Cha 14

MBA: Dagger +8, 1d4+3 (+4 if dagger in each hand) dmg
RBA: Dagger +10, 1d4+5 dmg, 5/10; Rebounding Hand crossbow +1 +9, 1d6+5 dmg

Skills: Stealth +11, Thievery +11, Athletics +9, Bluff +11, Intimidate +9, Streetwise +9, Arcana +6, History +6, Perception +7
Feats: Weapon Focus: Light Blades; Backstabber; Two-Weapon Fighting: While wielding a melee weapon in each hand, you gain a +1 bonus to the damage rolls of weapon attacks that you make with a melee weapon;

Action Points: 1 (assuming recovery after Kalbon's demise.)

[sblock=At Will Powers]
Riposte Strike: +10 vs AC; 1d4+5 (+6 if dagger in each hand) dmg and if target attacks before eont make a MBA against it as Imm. Interrupt.

Disheartening Strike: Melee: +10 vs AC; 1d4+5 (+6 if dagger in each hand)dmg and target takes -2 to atks TENT
(Ranged: +9 vs AC; 1d6+5).

Sneak Attack: +2d8+2 dmg 1/turn when Zuri hits with CAdv.
[/sblock]
[sblock=Encounter Powers]
Guarded Attack: Melee: +10 vs AC; 2d4+5 (+6 if dagger in each hand) 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 [ ]

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 [ ]

Low Slash: (minor action) Melee: +10 vs Reflex; 1d4+5 (+6 if dagger in each hand) 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) +10 vs AC; 3d4+5 (+6 if dagger in each hand) dmg [ ]

[/sblock] [/sblock]
 
Last edited:

Neil1889

First Post
"I thought that these beings would act like this, at least in the defence of this central chamber, but in the heat of the moment when Kalbon appeared, I mistakenly thought that we might have to simply weather their attacks to defeat him. I am very glad that the guardians have gone back to their vigil." says Rain.

Rain moves over to study the fallen Kalbon, whom she regards somewhat morosely. His presence had reminded her too much of what many of her own family had done back in the distant (and perhaps not so distant) past.

As Rain stands over the stricken Kalbon, she considers all that she and her companions, both past and present, had done. The memory of all that sacrifice, labour and pain serves to focus Rain's already considerable determination. Listening to Sabynha speak like so just then pained her somewhat, but Rain was very much ready to go on with her friends; for the good of all, it seemed that Soryth had to fall.

[sblock=Rain's actions]Rain will keep an eye out for anything that Kalbon's carrying that may be of interest.

I've added an action point and replenished the Moonstone's +5 THP's per encounter. She's still 3 HP's down (though now out of 50 instead of 43), so blowing another healing surge isn't necessary.

I've made some edits to her character sheet that are worth looking over. I often considered this feat for her, but just now it seems really worth it!

Summary of Changes:
* Ability Scores increases are +1 Intelligence, +1 Constitution.
* +6 HP’s for levelling and +1 Constitution increase, bringing her total to 50 (bloodied & surge adjusted)
* +1 to appropriate level scaling for hitting 4th Level.
* Feat choice - Resilient Focus: You gain a +2 feat bonus to Saving Throws.
* Some wish list refinements and changes.[/sblock]


[sblock=Ministats]Rain


Female Tiefling Swordmage, Level 4.
Initiative: +3, Passive Perception: 11, Passive Insight: 12. Senses: Low-light vision.
AC: 22, Fort: 16, Reflex: 17, Will: 17.
HP:
47 + 5 THP/50 (+0 THP), Bloodied: 25, Surge Value: 12 +1 THP, Surges left: 3/11
Speed: 6 squares. Size: Medium. Languages: Tsugo, Allarian.
Saving Throw Bonuses: +2 Feat bonus to Saving Throws.
Action Points: 1

Powers:
Infernal Wrath
Second Wind
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]
 

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