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

The battle wasn't going so well, and Wat wasn't sure the best way to help. So he decided to heed Shandra's advice.

Moving away from one of the barkburr trees, he throws a concussive blast of arcane force over the other. The blast throws the vine horror forcefully, and the draw of power from both Sabynha and Shandra wound it greatly.

He then tries to soothe the barkburr, which seems unusually pacified by the blast of thunder.

[sblock=Actions]Move: I3
Standard: Thunderwave (damage, barkburr, vine horror) (1d6+7=10, 1d20+6=24, 1d20+6=21)
Cautionary Tale: Cautionary Tale (2d10=11)
Minor: Nature (1d20+5+2=22)[/sblock]

OOC: Barkburr 1 takes 21 thunder damage.
Vine Horror takes 26 thunder damage and is pushed to N4.
Barkburr 1 is partially pacified (first success)


[sblock=Wat's Stats]Wat - Half-Elf Invoker 2+
Status:
Passive Perception 15, Passive Insight 17
AC 17, Fort 17, Reflex 15, Will 17
HP 21/32, Bloodied 16, Surge Value 8, Surges 6/10
Speed 5, Initiative +1
Action Points: 0, Second Wind []
At-Will Powers: Astral Wind,
Divine Bolts
Encounter Powers: Thunderwave [x],
Thunder of Judgement [x],
Shining Symbol [],
Channel Divinity [],
Encouraging Chant []
Daily Powers: Silent Malediction [x],
Amulet of Elegy [x],
Staff of Forceful Rebuking []
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[sblock=OOC] It seems a moot point about Wat and Shandra's turn order. My understanding about EoNT effects in pbp and as I am DM how we will run with it is basically the following:

YOu can either use the in the round the EoNT effect is landed or in the following but not both. Turn order is irrelevant.

So Yes, Wat would still have benefited despite posting after Shandra.
[/sblock]
 

Shandra feels the rumbling thunder generated when Wat channels Joven's wrath and sees the object of her enmity thrown forcefully away. Every instinct in her told her to charge after her foe, but looking about the field of battle, it was obvious that some of in this party of humanoids might not survive without dealing with the natural instincts of the Barkburr trees. Quickly moving over to the shaking tree near Rain, Shandra gently strokes the tree's limbs and trunk and speaks softly in the elven language, careful not to touch any of the poisoned spines all along the large plant. Soon, the tree's limbs go limp, falling to the sides of the dangerous plant.

"I've seen these near my home town. They are quite dangerous, but they have a weakness for light touches and vibrations. You can soothe them like so and it will pacify them long enough for you to get by them." Shandra says to the others, hoping they would be able to copy her example on the other tree. Shandra kept an eye out for the man-shaped tangle of vines, in case it decided it would continue making itself her enemy.

[sblock=Actions]

-- Move Action: Shandra moves from M7 to J4.

-- Standard Action: Nature check to soothe Barkburr 1: CRIT for 28! That's 2 successes!

-- Minor: Nature check to soothe Barkburr 1: 24! So that's 3 successes! Barkburr 1 should be fully soothed now.

End of Turn: No attacks from Barkburr 1 due to successful soothing, and Barkburr 2 is out of range to attack Shandra at the end of her turn.

[/sblock]

OOC: Barkburr 1 is fully soothed (3 of 3 successes).

NOTE: Divine Guidance is still up for grabs


[sblock=Shandra's Stats]
Shandra - Wood Elf Avenger 2
STATUS: Normal; +2 to all defenses until start of next turn (Second Wind)
Passive Perception 25, Passive Insight 16
AC 19, Fort 12, Reflex 16, Will 17
HP 21/30, Bloodied 15, Surge Value 7, Surges 6/7
Speed 7, Initiative +5 (Perception: +15)
Action Points: 1, Second Wind [x]
MBA - +5 vs AC, 2d4+3 damage
At-Will Powers:
Bond of Pursuit
Overwhelming Strike
Encounter Powers:
[x] Iaijutsu
[x] Oath of Enmity (Used on Vine Horror)
[x] Angelic Alacrity
[] Divine Guidance / Abjure Undead
[x] Loyal Sanction
Daily Powers:
[]Wings of Light

POSSIBLE INTERRUPTS:
Divine Guidance: If an ally of Shandra (within 10 squares of her) attacks her Oath of Enmity target (Vine Horror), that ally rolls a 2nd attack roll and uses either result. (Any one of Shandra's allies is free to take this if needed.)

Items of Note:




  • When Shandra attacks a target of her Oath of Enmity with a weapon attack, she treats all rolls of 1 or 2 on the damage dice as though the result were a 3 on the die - Avenging Resolution Feat
  • If Shandra's Oath of Enmity target moves away from her willingly, she gains a +6 bonus to damage rolls against the target until the end of her next turn.
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OOC: Hi jbear, is the Vine Horror now bloodied at all? I was just wondering if the use of Intimidate to get it to surrender or flee may be viable?
 

[sblock=OOC]@Neil1889 Vine Horror is bloodied, Intimidate is a viable option.
To answer your PM: Sorry I missed that you failed the save vs Poison also:
so yes Rain is also immobilised and will also be in the same position as Sabynha if she fails again.
[/sblock]
 

Like Rain before, Zuri suddenly disapprears and in the blink of an eye re-appears behind the Vine Horror as it reels backwards from Wat's attack.

Unfortunately, the Vine Horror is ready for such an occurrence and it blocks Zuri's attack.

[sblock=actions]Move action: Using Fey Step, Zuri teleports to O4. Only way she could get there.

Standard action: Vine Horror in new location of N4 grants Combat Advantage to Zuri's Riposte Strike - Total to Hit = 16. Missed. :(

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

[sblock=Zuri Stats]
Eladrin Rogue lvl 2
19/+ 5 THP 29 HPs 6/7 surges Surge Value 7 (8) (Moonstone Gem added)
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 Handcrossbow +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

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

Used Second Wind.
[/sblock][/sblock]

OOC: OK, so Rain is actually immobilised and maybe about to go down.

I'll run Rain's go and see how it goes before deciding what to do with Zuri (I later moved Zuri's turn to just before Rain and after Wat to give Zuri combat advantage).

There's a strong chance Rain won't be around to follow up an Intimidate attempt even if successsful (though Rain would have had a good chance normally).

Logically, Rain would use Sabynha's Skald's Aura.

Rain can't get a use out of Zuri's Sneak in the Attack, due to lack of Combat Advantage and the timing of it's ending doesn't let her use it.


Rain could feel the poison taking over, so she dropped the pouch with the key's to Soryth's lair on to the ground.

She threw her strength into driving the point of her blade in to the Vine Horror.

[sblock=actions]At the start of the round, Rain is on 11, hit points, but takes 5 points of ongoing damage.

Minor action: Uses Sabynha's Skald's Aura. I'm doing this before the save on the off chance I get lucky. Rain spends a surge (normally recovers 9 and +1 with Moonstone gem hit points) and rolls a 4. Rain's hit point total is now 20 (not bloodied).

Skald's Aura (Encounter Minor Personal Aura, Healing, Martial)
Effect:
You activate an aura 5 that lasts until the end of the encounter. If the aura ends prematurely for any reason, you can reactivate it during the encounter as a minor action.
Twice per encounter but only once per turn, you or any ally in the aura can use a minor action to spend a healing surge and regain 1d6 additional hit points. Alternatively, you or any ally can use a minor action to allow an adjacent ally to spend a healing surge and regain the additional hit points.


Move action: Finds the pouch with the keys to Soryth's lair.

Free action: Drops the pouch with the keys to Soryth's lair on to the ground in square M4.

Standard action: Attack the Vine Horror with Booming Blade. It is blooded, so I'll include Rain's Bloodhunt and Shandra's Divine Guidance to make two hit rolls. (Best of two) Total to Hit = 26, damage = 12.

Bloodhunt: You gain a +1 on attacks against bloodied foes.

Divine Guidance (Encounter Immediate Interrupt Close Burst 10 Divine)
Target:
The triggering ally
Trigger:
An ally within 10 squares of Shandra makes an attack roll against her Oath of Enmity target.
Effect:
The target makes a second attack roll and uses either result.
Channel Divinity:
Shandra can use only one channel divinity power per encounter.

Booming Blade (At Will Standard Melee 1 Arcane, Thunder, Weapon)
Target:
One creature
Attack:
+8 vs. AC
Hit:
1d8+4 damage and if the target is adjacent to you at the start of its next turn and moves away during that turn, it takes 1d6+3 Thunder damage.

Vine Horror is still marked with Rain's -

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.


End of Round.
Saving Throws attempt vs. poison = 6. Fail
[/sblock]

[sblock=Ministats]
Rain


Female Tiefling Swordmage, Level 2.
Initiative: +2, Passive Perception: 10, Passive Insight: 11. Senses: Low-light vision.
AC: 21, Fort: 14, Reflex: 15, Will: 15.
HP: 20/37 +5 THP, Bloodied: 18, Surge Value: 9 (10 with Moonstone Gem), Surges left: 6/11
Speed: 6 squares. Size: Medium. Languages: Tsugo, Allarian.
Saving Throw Bonuses: Nothing to report.
Action Points: 0
Powers:
Infernal Wrath [used]
Second Wind
Guardian's Counter
Aegis of Shielding
Sword Burst
Booming Blade
Sword of Sigils
Dimensional Thunder [used]
Arcane Mutterings
Leather Armour of Aegis Expansion - Encounter Power
Conditions: Immobilised and suffering Ongoing 5 Damage from Poison, probably dead or petrified.[/sblock]

OOC: Failed the save. The adventure keys are in square M4.

Post edit: Zuri tried to get a sneak attack, but she failed to land a hit. Rain had already used Shandra's Divine Guidance before the edit.
 
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OOC: By my calculations, the Vine Horror is down 51 hit points. If Zuri can hit it with CA somehow, there's a pretty reasonable chance that she can drop it; her damage is what, 1d4+4 +2d6? Expected 13 damage on an at-will, should be enough to kill it. The trick is getting CA...

Actually, if jbear will let you "take back" the push, Zuri looks like she could get CA with Rain, and strike. Better yet, if Zuri goes first if we can edit the turn order, then Rain can even use Sneak In The Attack...
 
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OOC: The only problem is that Wat threw the vine horror half way across the map on his turn, so it wasn't in range for Booming Blade.

OOC: Heck, sorry Son of Meepo, I didn't spot that. Is it supposed to be P1 that it is in (still out of Rain's melee range)? Your post says R1. At best as written then, Rain could drop the Tuathan Road Whistle as well for her standard action.

I'll have to wait until jbear confirms what we can do.
 

OOC: I actually meant R1. I threw it clear off the map since it was a push 6.

The idea was to clear him out of the area and let others deal with their conditions. I figured maybe it would think twice about coming back after it just got thrown 30 feet away.

It's up to jbear if I could have pushed it to the other side of Rain instead.

Honestly I had planned on having Rain go after it because I didn't realize she was immobilized since it wasn't mentioned on the status.
 
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