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


log in or register to remove this ad

Scarmiglione squawks in dismay is he is struck by sword and arrow, and a patch of feathers near his beak suddenly turns black. He moves to the side, recovering himself, and opens his beak to emit a loud CRACK!, like the sound of a massive rock suddenly splitting. One of the guards bursts into flames. Scarmiglione follows it up with a noise like a thunderclap. There is a tremendous flash of lightning, and Vahl and the other guard both stumble into the spreading flames.

Scarmiglione then darts in and chivalrously stabs Vahl while her back is turned.

[sblock=actions]Get bloodied, switch to phase of the stars, spend surge and regain 20 hp.

Move: to P12

Standard: Explosive pyre vs Ref, guard 2; damage
12(1d20) +13 = 25; 11(2d8) +18 = 29
. Hits for 29 fire.

AP: AP (with bravura gamble) shocking magnetism vs Reflex, Vahl (+2 CA); Guard 1; damage
8(1d20) +13 +2 = 23; 19(1d20) +13 = 32; 10(3d6) +18 = 28
.

Lucky charm (shocking magnetism on Vahl)
5(1d6) = 5
turns that into a hit. Vahl and Guard 1 take 28 lightning. Guard 1 is pulled to N10. Vahl is pulled to L10.

Both take Explosive pyre additional damage
2(1d6) +13 = 15
fire.

Free (bravura gamble): move to L11.

Minor: low slash (+3 kenku flanking) vs Ref, Vahl; damage (+5 flanking, +2d6 sneak)
6(1d20) +15 +3 = 24; 4(1d4) +9 +5 +5(2d6) = 23
is actually a hit--forgot +1 for being on a table. Vahl takes 23, slides to M9, and is slowed until EONT.

Vahl and Guard 1 take Explosive pyre additional damage
3(1d6) +13 = 16
at the start of their turns if still adjacent to Guard 2.

Total: 28 lightning + 15 fire + 23 = 66 vs Vahl
28 lightning + 15 fire = 43 vs Guard 1
29 fire vs Guard 2
16 fire still to come on Vahl and Guard 1 (which will kill guard 1 I think?)
Anybody starting their turn adjacent to Scarm takes 5 lightning (only Guard 2 at the moment).

Interrupt: will use swift parry to turn a hit into a miss if the opportunity comes up.

Phase of the stars: if missed by any attack, will try to teleport so as not to be adjacent to anyone (and preferably on a table).[/sblock]
[sblock=MiniKenku]Scarmiglione Male Kenku Rogue|Sorcerer 9
Initiative: +9, Passive Perception: 19, Passive Insight: 14, Senses: Low-light vision
AC:24 (--), Fort:17, Reflex:22 (--), Will:21; Resist 5 radiant
HP:49/64, Bloodied:32, Surge Value:16, Surges left:6/7
Action Points: 1
Blazing Starfall, Sly Flourish
[x] Explosive Pyre
[x] Low Slash
[o] Spark Form
[o] Swift Parry
[o] Songmaster’s Boon (item)
[o] Boots of the Fencing Master (item)
[o] Second Wind

[x] Shocking Magnetism
[o] Thunder Leap
[o] Knockout
[o] Deep Shroud
[x] Lucky Charm (item)


Phase of the Sun: At the start of my turn, each enemy adjacent to me takes 2 fire and radiant damage; resist 5 cold
Phase of the Moon: Bonus to AC equal to number of conscious adjacent enemies; resist 5 psychic
Phase of the Stars: Whenever an enemy's attack misses me, I can teleport 2 as a free action; resist 5 radiant

[x] First Time Bloodied: Change immediately to next phase.

Conditions: phase of the stars, shocking magnetism

Note: When Scarmiglione shifts, he gains a +1 item bonus to AC and Reflex until EONT (from boots of the fencing master)

Full sheet: Scarmiglione[/sblock]
 


From the shadows, Damen swankers up next to the large Ethail and makes a mock bow. Apologies, m'lady, but this may hurt you a little. Then, with a wicked smile, he looks at the guards as he turns a dial on his lavishly made crossbow. This, however, may hurt you a lot. And that's when the bolts started. The guards and the goliath are hit, but the Vahl strikes it aside with her blade. So too does she stop the next one. The drow looks a bit taken aback. That... never happens.
OOC: Use Tactical Trick to move to O10. Use Boltshart Crossbow daily power to hit both Guards, Vahl, and Eithal (CA vs Guards & Vahl as she's still dazed), I'll use Backstab and CA on Vahl: Hit Eithal and both Guards for 18hp (technically, I get to add SA to one of the two guards, so 31 to whichever guard is more hurt). Spend AP to attack Vahl again w/ CA and use Bravura: Miss. Next attack is irrelevant as Damen missed, so he grants CA TENT. Note, no OAs due to his armor.
[sblock=Damen (Granting CA)]Damen Bane—Male Drow Outlaw Thief 10
Initiative: +19, Passive Perception: 20, Passive Insight: 15
AC: 25, Fort: 18, Reflex: 25 Will: 21 — Speed: 6
HP: 69/69, Bloodied: 34, Surge: 18, Surges left: 7/7
Action Points: 0/1, Second Wind: Not Used, Milestones: 0
Powers -
Ambush Trick
Feinting Trick
Sneak's Trick
Tactical Trick
Fleeting Ghost
Shadow Stride

Backstab x2
Surprise Strike
Cloud of Darkness
Cunning Escape
Slip Aside

Shadowdance Armor +2 (daily)
Boltshard Hand Crossbow +2 (daily)
3 Healing Potions
Potion of Eladrin Shape
Lesser Elixir of Invisiblity
Shadow Dancer's Mask


Damen Bane - PC:Damen Bane (stonegod) - L4W Wiki[/sblock]
 
Last edited:

Scarm's conjured inferno lights up the center of the room as it sets the guard ablaze and sears his comrades. But when the kenku pulls Vahl next to her allies, the effect isn't entirely as he hoped. The Commandant loudly clangs her dark sword against her shield.

"Ronen, Gili! Let us give these peasants the taste of our steel! Stay at my side, and we will hold the line!" The two guards at Vahl's back take great heart in her words: Gili raises his sword to the air and roars, and Ronen merely screams in a high-pitched tone (possibly in pain from being set on fire).

Although the guards have rallied, the heroes' attacks continue relentlessly. Gili is felled only moments later by Damen's flurry of crossbow bolts. Ronen is left woozy, but still standing.

Vahl begins the counterattack by maneuvering next to Damen. She unleashes her own flurry of attacks, striking the goliath twice and narrowly missing the drow. Her black blade flashes with dark energy each time it hits flesh, and Eithal immediately feels a dark presence weighing on her mind, sapping her fighting spirit.

Ronen the Guard slashes widely at Scarm, but the kenku nimbly jumps over the blade. "Foul bird!" he cries in frustration. Commandant Vahl, seeing this, turns her head to the archers and calls "Some fire support on that kenku - now!"

The archers flee from the heroes pursuing them, and then each turns to loose an arrow at Scarm. He is hit in the shoulder by the first missile and is sent twirling in a 360 degree circle. The second arrow slams into his chest with enough force to throw him several feet off the table.

OOC: The guards and archers deal significantly more damage to enemies adjacent to the Commandant.

[sblock=actions]Jarel-karn's turn: When Jarel-karn uses Battlefront Shift, Guard 1 does use his immediate interrupt. Squad Tactics misses AC 17.

Scarm's turn: Scarm can only get to M11 with his bravura movement, so I put him there instead. He has CA against Vahl because she's dazed, so the attack still hits. (1 square to O10 + 3 squares to N12 + 2 squares to M11 = 6 squares)
Also, Guard 2 uses his immediate interrupt when Scarm uses Low Slash against Vahl. Squad Tactics is likewise interrupted by Eithal's Warden's Fury.
Warden's Fury vs Guard 2 misses Fort 20. (1d20+15=20)
Squad Tactics vs Scarm hits AC 28 for 33 damage, bloodying him. This, too, is interrupted (geez) by Jarel-karn's Channeling Shield. (I know you'd prefer the aegis interrupt on Vahl, Velmont, but this attack came first, and I'm not sure who Vahl will attack yet.) The damage is reduced to 23, and Scarm deals 5 more damage on his next successful attack before the end of his next turn.

Damen's turn: Beatrice is within the close blast 3, so I'll roll an attack against her too. It hits AC 27 for 18 damage, bloodying her. (1d20+17=27)

Vahl: Regenerate 5, up to 140/238. Takes 16 fire damage from the explosive pyre, down to 126/238. Move: Shift to N10 (no fire damage because of the "once per turn" errata). Standard: Dual Attack.
*Plagued Longsword vs Eithal hits AC 26 for 10 damage, 5 ongoing psychic damage, and Eithal is marked (save ends both).
*Plagued Longsword vs Damen misses AC 22. Captain of the Guard reroll turns that into a 21, still a miss.
AP-standard: Disruptive Smite vs Eithal hits AC 23 for 21 damage, bloodying her, and whenever Eithal is the target of a power that has the healing keyword, she takes 10 necrotic damage (save ends). Vahl takes 12 damage from the two hits against Eithal, bloodying her.

Guard 2: Takes 5 damage from Scarm's lightning, dropping down to 21/106. Longsword vs Scarm misses AC 17. No movement.

Archer 1: Walk to D6. Longbow vs Scarm hits AC 30 for 21 damage.

Archer 2: Shift to J8. Longbow vs Scarm hits AC 35 for 27 damage, pushes him to O13, and drops him. At 5 hp, a crit would have killed him outright. :eek:

EDIT: I forgot about your teleport effect Scarm. You can teleport 2 when Guard 2 misses you if you'd like. However, the archers still target you and still do enough damage to knock you unconscious. If you would have teleported to somewhere not adjacent to Vahl, you'd be at -10 instead of -22. I'll assume you did that.[/sblock][sblock=combatants]Commandant Aliya Vahl
AC 30, Fortitude 27, Reflex 25, Will 26, Saving throws: +2, Regeneration 5
Vahl: 112/238 HP, aegis'd by Jarel-karn, slowed TENT Scarm, bloodied
[sblock=If you are marked by Vahl and start your turn adjacent to her (Eithal)]Commandant Vahl has an aura 1. You take 5 psychic damage and are slowed until the start of your next turn.[/sblock]
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: dead
Guard 2: 21/106 HP, marked by Eithal TENT Eithal, explosive pyre TSNT Scarm

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: 72/85 HP

Beatrice: 28/64, bloodied
--Killer: 32/32
Damen: 69/69, grants CA TENT Damen
Eithal: 44/93, form of the oak sentinel, bloodied, 5 ongoing psychic and marked by Vahl (save ends both), takes 10 necrotic damage if targeted by a healing power (save ends), see Vahl's sblock
Jarel-karn: 2+96/96
Scarmiglione: -10/64, bloodied, prone, unconscious, dying, +5 damage on next hit TENT Scarm[/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]
castle3.png
[/sblock]
 
Last edited:

"Outa mah fayce Bit@#!"

Blood streaking through her blond dreadlocks from a gash in her head to mingle with the sweat of combat, Eithal slams her axe into the evil commander sending her flying over the tables against the wall at the far end of the room. So violent is the attack that the guard, too, is thrown over the table, landing next to Vahl.

Eithal looks a right mess, but she wouldn't want it any other way. Beckoning mockingly, she taunts the abominable officer, "Yew wan' summowah thayat? Thayen yew jus' come bayack heyah nayexta li'l ole Eithal!"

Shifting the weight of the axe in her hand, she readies herself for the inevitable.

OOC: OK. At least I can heal without taking damage...hint,hint!

BTW: Guard 2 has 3hp. Take her out!

Sorry Velmont. I had to Mark Vahl to get her as far away from Eithal and Scarm as possible.l
[sblock=Actions]Free: Font of life vs. OG5 and Mark 1d20=7

Free: Mark Vahl and Guard 2

Minor: Warden's Tempest vs. Vahl
Effect: Slide Vahl to M11

Standard: Storm Spike N10-L12
Target 1: Vahl
Attack: 1d20+15=30 vs. AC Hit (barely)!
Target 2: Guard 2
Attack 2: 1d20+15=28 vs. AC Hit!
Damage: 1d12+8=18
Vahl slides to J14
Guard 2 slides to J3

Minor: Stone's Endurance

Free: Save vs. Healing Penalty 1d20=14
[/sblock][sblock=Eithal's Ministats]Eithal Lemindt Arehei Female Goliath Warden Level 9


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: 34(29)/93 Bloodied (OG 5 Save Ends)
Surge Value: 23; 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

:melee: Oak Sentinel Attack link
Trigger: An enemy within Eithal's reach makes a melee attack against her ally

Attack: 1d20+15 vs. AC

Hit: 2d12+8 damage

Miss: Half damage

Effect: Eithal becomes the target of the triggering attack, even if she isn't within that attack’s range.

: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.

Form of the Oak Sentinel link
melee reach increases by 1.

In addition, any enemy that hits Eithal with a melee attack takes 6 damage.

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]
 
Last edited:


Jarel-karn charge his body with lightning energy and suddenly unleash three lightning. Vahl avoid the lightning, but the guard falls unconscious and an archer is severely hit.

Jarel-karn suddenly disappear and reappear next to Vahl and strike her to quickly disappear to reappear next to the archer, but he has better reflex and avoid Jarel-karn blow. Jarel-karn than disengage.

[SBLOCK=OOC][MENTION=57009]Dekana[/MENTION]: Yeah, I would have not use Channeling Shield at that moment, but in the end, it might have saved Scram life, so you are forgiven.

[MENTION=79440]H.M.Gimlord[/MENTION]: I guess you meant to slide the guard at J13, as you can slide it only 3 squares. I'll assume he is at J13.

Minor: Promise Storm
Standard:Lingering Ligthning vs Refl on Vahl, Guard2, Archer 2 (1d20+14=15, 1d20+14=30, 1d20+14=29, 3d8+13=24) Hit Guard2 for 29 damages (+5 from Channeling Shield) and Archer for 24 damages. Kill Guard and Archer2 gain 5 ongoing lightning damages (save ends).

Move: Armathor Step to I14, +2 vs Vahl.

Action Points: Dual Lightning Strike vs AC on Vahl, Guard2 (1d20+17=26, 1d20+15=17, 3d8+13=34) Hit Vahl for 34 damages and is marked UEoNT, teleport to I9 and miss archer.

Move from Bravura Presence: Shift to H9 (+1 AC and Refl)

Summary:
Guard2 took 29 lightning damage and is knock out of combat.
Archer2 took 24 lightning damage and 5 ongoing lightning damage (save ends).
Vahl took 34 lightning damages and is marked UEoNT.
Jarel-karn is at H9 and has +1 AC and +1 Refl)
[/SBLOCK]

[SBLOCK=Immediat Interrupt]Jarel-karn have many immediate action. Take the first trigger that happens during the round. If many trigger happen at once, take the first in the list.

1) Trigger: A marked enemy hit any ally within 10 squares Power: Aegis of Shielding Effect: Close Burst 10; -10 damage to triggering attack.

2) Trigger: A marked enemy with your Aegis of Shielding target Jarel-karn and at least one ally with an attack. Power: Leather Armor of Aegis Expansion +2 Effect: The damage of the triggering attack is reduced by 7.

3) Trigger: An enemy hit in melee any non-pure-defender ally within 5 squares and pushing the target 1 square would put him out of reach of the ally. Power: Countering Thunderclap Effect: Close Burst 5; +13 vs. Fort; 1d6+9 thunder damage and you push the target 1 square. If the target can no longer reach your ally, the attack misses.

4) Trigger: An enemy hit in melee any non-pure-defender ally within 5 squares and is within 5 squares of another enemy. Power: Dimensional Vortex Effect: Ranged 5; +13 vs. Will against triggering enemy. If hit, you teleport the target 5 squares next to an enemy. The target make his melee attack against the most damaged enemy and do an extra 5 damages if it is marked by Jarel-karn. If there is no target valid, he expend the attack.

5) Trigger: An enemy hit any non-pure-defender ally within 10 squares or Jarel-karn is hit by an attack. Power: Channeling Shield Effect: Close Burst 10; You reduce the damage by 10 from the triggering attack. You next successful attack you make before the end of your next turn will do 5 more damage.[/SBLOCK]

[Sblock=Jarel-karn]Jarel-karn
Genasi Swordmage 10
Initiative +5
Passive Insight 16; Passive Perception 16; Normal Vision
HP 96/96; THP 0; Bloodied 48; Surge-Value 25; Surges Per-Day 13/13
AC 28; Fortitude 23; Reflex 22; Will 21
Resist Ligthning 10
Speed 6
Action Points: 1

Current Effects: None

Basic Attack: Runic Longsword +16 vs AC 1d8+7 damage

Skills: Arcana +15, Athletic +13, Endurence +19, Intimidate +12, Nature +6, Perception +6
Languages: Common, Tsugo

Powers
[X]Aegis of Shielding
[ ]Booming Blade
[ ]Ligthning Lure
[ ]Duty's Virtue

[ ]Second Wind
[X]Promise Storm
[X]Wind Fury Attack
[ ]Ligthning Clash
[ ]Dimensional Vortex
[ ]Echoes of Sword Magic
[X]Countering Thunderclap
[ ]Channeling Shield
[ ]Armathor's Step

[X]Dimensional Thunder
[X]Lingering Ligthning
[ ]Blade Bolt
[ ]Impenetrable Warding

[ ]Leather Armor of Aegis Expansion +2 [E]
[ ]Periapt of Cascading Health [E]
[ ]Warded Vambraces [E]
[ ]Boots of Fencing Master [E]
[ ]Corellon's Boon of Arcane Might [Sword Burst] [E]
[ ]Corellon's Boon of Arcane Might [Dual Lightning Strike] [D]
[/sblock]
 
Last edited:

OOC: But his mark is still in place when she attacks you, allowing him to use interrupts before Eithal attacks.

OOC: Jarel-karn immediate interrupt have been used up already with Channeling Shield to prevent 10 damages on Scarm. So I don`t think I can use my Aegis to prevent further damages.
 

OOC: Yeah. Velmont is right. IAs are 1 per round. Only OAs are 1 per turn.

[MENTION=13739]Velmont[/MENTION]: Yes. J13. I guess I didn't hit the "1" key hard enough :p
 

Remove ads

Top