[Adventure] Rage of the Savage Lands (DM: Dekana, Judge: TwoHeadsBarking)


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OOC: Well, unsurprisingly, the commandant has some decent charisma.

[sblock=Jarel-karn]You hear movement from the room in the back, though you can't see who (or what) is inside.
Vahl's sword is giving off a similar shadowy aura to the one in the swamp.[/sblock]
 
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Die, you, you,you, you, COW! Beatrice shrieks. For little Toeto! she yells, charging at Vahl with her sword.

OOC: Will use Dangerous Leader on her if Beatrice gets the chance ;)
 

"Bea, no!" shouts Jarel-karn.

"That is a bad idea..." murmurs Jarel-karn. He then say to Eithal next to him. "Beware, some reinforcement will come from the backroom."

He then draw his sword. "Vahl, your sword have the same aura than the curse on the tree. What have you done?"
 

Hearing Jarel-Karn's comment concerning the sword, Eithal's eyes widen, "Beetrees! Foah wose yewah raht!" She turns to Vahl, "Yewah a disgustin' ... oooooh ah could just cuss!" Eithal readies her axe for a fight from ahead and behind, "Yew stahted the whole thingie, an now yewah gonna walk awl ovah thees powah hayelpless lizzahds, blamin' it all on thayem!" [sblock=Eithal's Ministats]Eithal Lemindt Arehei Female Goliath Warden Level 8


Initiative: +4
Speed 6
Passive Perception: 19; Passive Insight: 14; Senses: Normal
Powerful Athlete: Roll twice for Jump/Climb Athletics checks
AC: 23; Fort: 23; Reflex: 16; Will: 18
HP: 86/86
Surge Value: 21; Surges left: 10/14
Action Points:0[sblock=At Will Powers]
:melee: Strength of Stone link +15 vs. AC
Hit: 1d12+8 damage, and Eithal gains 5 temporary hit points.

:melee: Thorn Strike link +15 vs. AC
Hit: 1d12+7 damage and Eithal pulls the target 1 square

:melee:Warden's Fury (Immediate Interrupt) link +15 vs Fortitude
Trigger: An enemy marked by Eithal makes an attack that does not include Eithal as a target

Hit: 1d12+8 damage, and the target grants combat advantage to Eithal and her allies until the end of Eithal's next turn (EONT).

Warden's Grasp (Immediate Reaction) link
Trigger: An enemy marked by Eithal that is within 5 squares of Eithal makes an attack that does not include Eithal as a target.

Effect: Eithal slides the target 1 square. The target is slowed and cannot shift until the end of it's turn. [/sblock][sblock=Encounter Powers]
:melee: Grasping Winds link 1d20+15 vs AC
Hit: 1d12+8 and Eithal pulls each enemy within 3 squares of her 2 squares.

:melee: Relentless Panther Attack link 1d20+15 vs Reflex
Hit: 2d12+8 damage, and ongoing 5 damage (save ends)

Miss: Half damage, and ongoing 2 damage (save ends).

Effect: Before the attack, Eithal shifts her speed

:close: Burst of Earth's Fury link 1d20+15 vs. AC
Hit: 1d12+8 damage, and the target cannot shift until the end of your next turn.

Mountain Hammer link 1d20+15 vs AC
Hit: 2d12+8 damage and the target takes a -5(Earthstrength) penalty to melee attack rolls until the end of Eithal's next turn

Stone's Endurance link
Effect: Eithal gains resist 5 to all damage until the end of her next turn

Warden's Tempest link
Effect: Eithal Slides the target 1 square

Second Wind [/sblock][sblock=Daily Powers]
Form of the Relentless Panther link
+2 bonus to Reflex and a +1 bonus to attack rolls against enemies marked by Eithal.

In addition, she can shift 2 squares as a move action.

Special: Once during this encounter, Eithal can use the Form of the Relentless Panther Attack power while she is in the form of the Relentless Panther.

Storm Strike link 1d20+15 vs. AC
Hit: 1d12+8 Lightning damage and Eithal slides the target 3 squares

Miss: Half damage and Eithal slides the target 1 square

Bear's Endurance link
Trigger: Eithal drops to 0 hitpoints or fewer

Effect: Eithal regains hitpoints as if she has spent a healing surge[/sblock][sblock=Equipment][sblock=Bracers of Mighty Striking: Level 2]Property: When Eithal hits with a melee basic attack, she gains a +2 item bonus to the damage roll.[/sblock][sblock=Gloves of Grace: Level 5]Power Daily (Minor Action): An ally adjacent to Eithal makes a saving throw.[/sblock][sblock=Rope of Slave Fighting: Level 7]Property: Eithal does not take the –2 penalty to attack rolls while prone.[/sblock][sblock=Fleetrunner Boots: Level 5]Property: Running gives Eithal only a -2 penalty to attack rolls.[/sblock][sblock=Reading Spectacles: Level ]Property: Eithal can read any language (the spectacles do not grant the ability to speak or write a language).[/sblock][/sblock][sblock=Feats]
Sudden Roots: Whenever Eithal hits an enemy with an Opportunity Attack, that enemy is slowed until the end of its next turn.

Crushing Earthstrength: When Eithal uses her second wind, she gains a +4 bonus to her weapon damage rolls until the end of her next turn.


Guard of Stone: While Eithal is under the effect of her stone’s endurance racial power, each enemy marked by Eithal takes an additional penalty to attack rolls for attacks that don’t include Eithal as a target. The penalty equals her Constitution modifier and lasts until the end of her next turn.

Courage of the Lone Stag: When you mark three or more enemies with Nature’s Wrath, you gain a +2 bonus to weapon damage rolls against creatures you mark until the start of your next turn. This bonus increases to +3 at 11th level, and to +4 at 21st level.[/sblock][/sblock]
 
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Damen takes a step to the side, shocked by his fellows violent actions.
OOC: Damen does not condone violence in any of its forms. Really. Bluff to seem non-hostile: 33
 
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"Vahl, your sword have the same aura than the curse on the tree. What have you done?"
Vahl confidently responds, "Those lizards deserve far worse retribution for their attacks! Perhaps a few have slain each other in their madness, but most will have turned into harmless birds. I only wish this sword dealt swift death instead. Perhaps I will ask that old woman to modify her gift if I see her again..."

Hearing Jarel-Karn's comment concerning the sword, Eithal's eyes widen, "Beetrees! Foah wose yewah raht!" She turns to Vahl, "Yewah a disgustin' ... oooooh ah could just cuss!" Eithal readies her axe for a fight from ahead and behind, "Yew stahted the whole thingie, an now yewah gonna walk awl ovah thees powah hayelpless lizzahds, blamin' it all on thayem!"
Vahl smiles devilishly. "I've no need of that anymore. The lizards are finished. As are the thieves and brigands in the beggar's quarter, and that troublesome cleric, Dieter. Though to be fair, you're mostly at fault for his current state; if you hadn't brought your little friend to him, he would not have made any progress in his investigation."

Die, you, you,you, you, COW! Beatrice shrieks. For little Toeto! she yells, charging at Vahl with her sword.
"Hmph" the Commandant snorts contemptuously at Beatrice. She effortlessly unsheathes her longsword and readies her shield. The sword pulses with a deep black glow, leaving no doubt as to its supernatural qualities. "It seems the adventurers were affected by the plague while in the swamp. Tragic." She nods to her guards at the front of the room. "Slay them where they stand."

[sblock=Damen]You do succeed in making yourself appear harmless, but your allies (i.e. Beatrice and Eithal) have riled things up a bit. A fight is imminent, and the guards will target you just for your association with the others.[/sblock]
OOC: Roll initiative if you haven't already. The guards get a 30 on init (rolled a 19). If you beat that, you can act first. I think only Damen has a chance, so I'll update after he rolls.

You don't actually see the archers yet, but Jarel-karn has alerted the party to their presence.

There is more to the fortress than what I drew on the map, but the rest are corridors and smaller rooms (and I'm lazy). Let me know if you want to leave the room so I can put more on the map.

[sblock=combatants]Commandant Aliya Vahl
AC 30, Fortitude 27, Reflex 25, Will 26, Saving throws: +2
Vahl: 238/238 HP

Guards
AC 26, Fortitude 24, Reflex 22, Will 21*, Immune: Fear
Devoted to Vahl: Any time the guard is hit by an attack against its Will, the guard takes damage as normal, but ignores all other effects of the attack.
Guard 1: 106/106 HP
Guard 2: 106/106 HP

Archers
AC 24, Fortitude 22, Reflex 24, Will 21*, Immune: Fear
Devoted to Vahl: Any time the archer is hit by an attack against its Will, the archer takes damage as normal, but ignores all other effects of the attack.
Archer 1: 85/85 HP
Archer 2: 85/85 HP[/sblock][sblock=Terrain]It takes 2 extra squares of movement to get onto one of the tables. After getting on one, the tables are difficult terrain to move around on. While on a table, you gain a +1 bonus to melee attacks against adjacent enemies not on the table.

You can fit underneath a table while prone. You both gain and grant cover to enemies not also underneath one of the tables.[/sblock][sblock=map]
castle1.png
[/sblock]
 
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[sblock=Initiative 25]Initiative
16(1d20) +9 = 25


Holy cow, those guards are really earning their pay!

(I rolled because it might be lucky charmable--although I'm not entirely sure whether initiative counts as an "ability check." In any case, I'm not using the power.)[/sblock]
 

Damen's smile vanishes as everything turns sour. He steps further back, shadows surrounding him and swallowing him up, but not before he takes a shot at the distant lady.
OOC: Init. 31. Fire with CA at Vahl: AC 33, 29 hp, and dazed TENT. Then step via Sneak's Trick to P4 and use armor to create shadows in close burst 1 and hide 27.
 
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The Commandant staggers from Damen's first strike. She hobbles toward the party and yanks the bolt out of her leg along the way.

The two guards at the table draw their weapons and charge at the adventurers. The first throws himself right into the thick of things, allowing himself to be almost surrounded by Beatrice, Jarel-karn, and Eithal. "For Deias, Vahl, and the Imperium!" He strikes at Beatrice, but the swordmage throws off his aim with an errant bolt of lightning.

The second guard leaps onto the table, kicking up some dishes and goblets in the process, and moves next to Scarm. Towering over the poor kenku, he brings his longsword down in a powerful, but hapazard, strike.

Two bowmen guards file out of the room in the back, just as Jarel-karn predicted. They take aim at the same targets that their comrades in melee engaged, draw, and fire. Beatrice and Scarm are both struck by the heavy arrows.

[sblock=actions]Vahl: Walks to J8. Regenerate 5 hp.

Guard 1: Walks to M9. Longsword vs Beatrice is interrupted by:
--Jarel-karn: Countering Thunderclap misses Fort 1. (1d20+13=14)
The Longsword attack also misses AC 1.

Guard 2: Walks to N11, jumping onto the table. Longsword vs Scarm hits AC 25 for 20 damage. Swift Parry would turn that into a miss if you'd like.

Archer 1: Walks to C12. Fails to see Damen. Longbow vs Scarm hits AC 34 for 15 damage.

Archer 2: Walks to F14. Fails to see Damen. Longbow vs Beatrice hits AC 27 for 18 damage.[/sblock][sblock=combatants]Commandant Aliya Vahl
AC 30, Fortitude 27, Reflex 25, Will 26, Saving throws: +2, Regeneration 5
Vahl: 214/238 HP, dazed TENT Damen

Guards
AC 26, Fortitude 24, Reflex 22, Will 21*, Immune: Fear
Devoted to Vahl: Any time the guard is hit by an attack against its Will, the guard takes damage as normal, but ignores all other effects of the attack.

If you are adjacent to a Guard and shift or use an attack that does not include either of the Guards:
[sblock=Immediate Interrupt: Squad Tactics]The guard makes a melee basic attack against the triggering enemy. +15 vs AC. Hit: 2d8+9 damage, or 4d8+9 damage if the target is adjacent to Vahl.[/sblock]Guard 1: 106/106 HP
Guard 2: 106/106 HP

Archers
AC 24, Fortitude 22, Reflex 24, Will 21*, Immune: Fear
Devoted to Vahl: Any time the archer is hit by an attack against its Will, the archer takes damage as normal, but ignores all other effects of the attack.

If you end your turn adjacent to an Archer:
[sblock=Immediate Reaction: Fleeing Shot]The archer shifts up to 3 squares, then makes the following attack: +17 vs AC. Hit: 2d8+9 damage, and the target falls prone.[/sblock]Archer 1: 85/85 HP
Archer 2: 85/85 HP

Beatrice: 46/64
--Killer: 32/32
Damen: 69/69
Eithal: 86/86 (no level up?)
Jarel-karn: 96/96, THP?
Scarmiglione: 29/64 (or 49/64 and swift parry used), bloodied?[/sblock][sblock=terrain]It takes 2 extra squares of movement to get onto one of the tables. After getting on one, the tables are difficult terrain to move around on. While on a table, you gain a +1 bonus to melee attacks against adjacent enemies not on the table.

You can fit underneath a table while prone. You both gain and grant cover to enemies not also underneath one of the tables.

It is possible to leave the room; I just haven't drawn the rest of the fortress the map. Let me know if you want to exit the room.[/sblock][sblock=map]
castle2.png
[/sblock]
 
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