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[Adventure]: Shards of Eldanarth (DM: MadAzolin, Judge: ??)

MadAzolin

First Post
Pinned by fey-beast and skeletal warrior, owlbear hunter lashes savagely, tearing with talons and hooting furiously. However, it seems somewhat sluggish
from Lerrick's silvery mist and fey beast Jade easily dodges its attack. Vermithrax's skeletal minion is not so lucky however and takes devastating strike from
creature's razor sharp talons. Kane's sword and hands shine in pale light and fire and mystical aegis forms around skeleton, deflecting some damage
and searing assaling owlbear, but it is not enough to prevent beast from tearing skeletal warrior into pile of crumbled bones.
[sblock="owlbear hunter 1 actions"]
- skeleton and Jade take 5 psychic damage from creature's aura
- creature misses Jade with talons attack
- creature hits Skeleton for 22 damage
- Kane's Aegis of Defense prevents 9 damage, dealing 9 fire damage to owlbear
- Skeleton is destroyed
[/sblock]
Other Owlbeast hunter recovers from Vermithrax's ghoulish spell and hoots with savage rage. It charges directly toward the necromancer, seemingly not realizing
Mertelai is between them. As dire radiance that surrounds it surges and burns the creature, it turns its attention to warlock and attacks, hooting and slashing with
oversized talons. It seems bit dazed however and its first attack is aimed at some other Martelai existing only in its head; however, monster aims its second swipe
better, followed by monstrous hoot and rakes Maretlai. As its talon nears Martelai, world seems to stutter for a moment and single ray of sickly darkness, darker then
surrounding darkness, tickles the creature, opening series of necrotic wounds over its body.
[sblock="martelai"]
Soft hooting fills Martelai's ears as creature charges. It seems to obscure all other sounds and as creature comes within a dozen feet, its intensity rises to
painful level. At some level however, Martelai is aware that hooting shouldn't hurt, but that doesn't help a bit as magical assault attempts to break his mind...
[/sblock]
[sblock="owlbear hunter 2, actions"]
- owlbear takes 17 damage
- owlbear charges and attacks with talons:
- claw misses; other claw hits for 23 damage
- Delban's deadly attention triggers, dealing 16 necrotic damage [creature did take extra 1d8 damage, included here]
- Martelai takes 5 psychic damage from creature's aura
[/sblock]
Its hooting picking up in intensity, owlbear madowl approaches, still struggling to break itself from grasping tendrils of shadows and darkness.
Exhausted, it moves between tree and deep bushes and prepares to charge.
[sblock="owlbear madowl actions"]
- double move
[/sblock]
 
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Neurotic

I plan on living forever. Or die trying.
"Persistent beasty, aren't you. Let's see how do you like some extra rotting."

Martelai's form shimmers as he disappears into the brightness of his starlight. In a flash, he appears behind Jade. Quickly motioning toward the closest owlbear he calls strange invocation mentioning Haddar, hunger and darkness.

The forest stills for the moment as deep shadow falls. The leaves rustle, turn brown and fall down, raining in a great circle around the warlock. Darkness turns absolute for the moment and screeches of owlbears mark the descent of a Death Star. ;)


"Everyone, move that howling owl closer to the hunter, Kane, next time you have the opportunity, move that hunter down there, we stand better chance if they are closer together!"

OOC: I will slide H2 at the start of it's turn, it's slide 3 and if you can move madowl so that it is within 3 of H2...also, if we can get the third one down, that would help as we could concentrate on controlling them, start thinking of dailies and AP, this is not a good fight for bunch of controllers


[sblock=Actions]
Move: Sancuary Poise daily: Move action: Teleport 5 to P10, gain shadowalk concealment
Minor: Curse Hunter 1
Standard: Cursebite vs MadOwl Fort; H1 Fort; H2 Fort; (1d20+12=13, 1d20+12+2=26, 1d20+12=24, 2d8+1=8)
Curse to H2 (1d6=5)

AP: choosing roll of 9 from dice of auspiscious fortune, Flames of the Smoking Crown affect Hunter 2 for Flames of the Smoking Crown fire damage (1d10+5=7) and 5 ongoing fire (save ends)
Effect: whenever the target starts it's turn Martelai slides it 3 and each enemy adjacent to the target after the slide takes ongoing 5 fire damage (save ends) - Martelai gains 5 temp hp from his tattoo

TOTAL: H1 8 necrotic; H2 13 Necrotic + 7 fire (and 5 ongoing)
[/sblock]
 
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dimsdale

First Post
The cleric moves closer to the center of her allies and begins to mumble a prayer. Her emerald green eyes slowly begin to change in color, turning now to radiant silver. The prayer begins to move from a silent chant to a beautiful song which bring vitality to her allies and aggravation to the beasts.

[sblock=actions]
minor: knack for success: option 3: +2 power bonus to Lerrick's next attack during made before the end of her turn.
movement: move from L10 to K11
attack: hymm of resurgence (close burst 5) vs H1, H2 and MO: 1d20+11+2 vs fort: 19, 22, 16 respectively
If it hit any of them, they take -2 to all defenses TENT and if they are hit by an ally they are knocked prone. Effect: Each ally (which in this case is all of them except Lilli) get +5 temp hp
[/sblock]

[sblock=Lerrick Stats]
AC: 22 Fort: 20 Reflex: 19 Will: 24
HP: 60/63 +2 TEMP HP Surges: 9/10 Surge Value: 15
CURSED: none
STATUS: none

FEATS

  • Ritual Caster: Lerrick can preform and master rituals my level or lower
  • Pacifist's Reward: Lerrick, if her attack doesn't do damage, receives +2 temp hitpoints at the end of her turn.
  • Healer's Implement: +1 to healing power when ally uses a healing surge as a result of a power used by Lerrick
  • Pacifist Healer: an additional 1d6+5 to hp for each heal word Lerrick uses
  • Improved Defenses: +1 feat bonus: Fortitude, Reflex, and Will
  • Group Vigor: Everyone within 10 feet of Lerrick receives 1 extra hit point when they spend a healing surge

POWERS
Astral Seal
Sacred Flame


Knack for Success
Channel Divinity: favor of the Gods
Channel Divinity: Healer's Mercy
Noble Presence
Bane: USED
Denunciation: USED
Healing Word (2): 1 USED
Hymn of Resurgence: USED
Bastion of Health

Life transference
Moment of Glory
Iron to Glass

Medic's Dagger: (Power)
Potion Bandoleer: Currently stocked with 6 healing potions
Healer's Broach: (Power)
Gleaming Diamond Bracers: (Power)
River of Life Gloves: (Power)
[/sblock]

[sblock=DM] [MENTION=6747396]MadAzolin[/MENTION] I failed to note in my last two attacks (previous to this one that If Lerrick makes an attack that doesn't cause the target any damage that she gets +2 THP. I caught it this time so +2 thp. Can Lerrick have the +4 THP from the previous rounds :D. If not, that's okay. Just thought I'd ask [/sblock]
 
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MadAzolin

First Post
[MENTION=79956]dimsdale[/MENTION]: [sblock="DM"]
- attack hit H1, adjusted tHP for PCs
- Lerrick can have +4 THP from previous rounds (if your tHP stack)
[/sblock]
 

Neurotic

I plan on living forever. Or die trying.
[sblock=dimsdale] [MENTION=79956]dimsdale[/MENTION]
is BLAST 5 not BURST (unless they've changed it since last I played my priest...)

Also, your PM box is full, thus this message.
[/sblock]
 

dimsdale

First Post
ooc: aaghhhh you're right

[sblock=DM: revised attack]
@MadAzolin revisions if acceptable to you
1.keep all rolls and power attack. I'd like
to move Lerrick to k11 instead of L11 so that the blast
can include H1 which you stated was a hit.

2. So, temp hp granted to Kane, Martelai, and the Jade beast.

3. (another question) If we could say that Lerrick's attack went before Martelai's attack
then we can say that H1 is now prone. If you are going in
order of the posts then H1 is not prone, unless someone
else hits H1 before then end of this round.

4. Also, I was told that the temp hp doesn't stack, so only +2
[/sblock]
 
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MadAzolin

First Post
[MENTION=79956]dimsdale[/MENTION]: [sblock="dm"]
1. revision is fine - move Lerrick to K11 if you haven't done so yet, hit vs H1 is fine
2. applied temp HP
3. I will be keeping post-first -> act-first action ordering, purely in interest of minimizing
possible problems (if PCs start reordering their actions, especially in response to someone else
reordering his actions, things can get really messy; keep in mind that your effects do last until end
of next PC turn (so if you act first next round, effect on monster will persist until all PCs act next turn
but every PC can use effect only once, so Martelai will get opporunity to knock monster prone on his next action
(but if someone else knocks him prone now, he won't be able to do so next turn even if acts before you do)
4. yup, temp HP generally doesn't stack unless specifically stated it does (I didn't check exact wording on this power however)
[/sblock]
 

Voda Vosa

First Post
"Very well warlock, I'll pin it and then move it." Vermitrax agrees, he grabs hi sash, and unfolds it. As if animated by some unseen magic, the sash flies and coils around the howling owl. As he does so, Vermitrax unrolls a tribal looking collection of bones, attached to a string made of human hair. He rattles it, spreading an aura of necrotic power around him.

Standard: Reach 2 grab attack: 26, using Bracers of mental might (free action) to use his intelligence in place for his strength to make the attack., escape DC: 22. Use Death rattle (minor action) to give Vermitrax and allies in 10 radius a +1 to attack and damage of necrotic powers until the end of his next turn. Sustain minor
 

Neil1889

First Post
Lilli carries on trying to pick on the same owlbear for the moment and chooses a spell that might drive any strike it makes awry. Hopefully the group's trick of manipulating the creatures will work, as she has a few nice tricks to play if it does.


[sblock=actions] Standard Action: Lilli casts Illusory Ambush on the Owlbear Madowl (suffering from Phantom Echoes from the previous round, so extra +2 to hit) - Total to Hit = 25, damage 7.

Illusory Ambush (At Will Standard Ranged 10 Arcane, Illusion, Implement, Psychic)
Target: One creature
Attack: +10 vs. Will
Hit: 1d6+6 Psychic damage and the target takes a -2 penalty to attack rolls until the end of your next turn.


FEAT - Phantom Echoes: When you use an arcane illusion power and hit a target, you gain combat advantage against that target until the end of your next turn. If the illusion power has an effect that a save can end, you instead gain combat advantage against the target until it saves against that effect.

Move Action: Lilli shifts from G18 to C19.


[/sblock]

[sblock=Potential Interrupts]If Lilli is bloodied, then Lilli will use the following (if Shield spell below ensures a miss, then use Shield instead):

Fade Away (Encounter Immediate Reaction Personal Illusion (Racial Ability))
Trigger: You take damage.
Effect: You are invisible until you attack or until the end of your next turn.

If Lilli is attacked and this Power will cause a miss, then Lilli will use:

Shield (Encounter Immediate Interrupt Personal Arcane, Force)
Trigger: You are hit by an attack.
Effect: You gain a +4 power bonus to AC and Reflex defence until the end of your next turn.
[/sblock]

[sblock=Ministats]
Lilli


Female Gnome Wizard, Level 7.
Initiative: +3, Passive Perception: 14, Passive Insight: 19. Senses: Low-light vision.
AC: 21, Fort: 16, Reflex: 20, Will: 20.
HP: 42/46, Bloodied: 23, Surge Value: 11, Surges left: 6/7
Speed: 5 squares. Size: Small. Languages: Eladrin, Allarian, Draconic, Dwarven.
Saving Throw Bonuses: +5 Racial bonus against Illusions.
Action Points: 1
Powers:
Orb of Deception
Second Wind
Use Vulnerability
Illusory Ambush
Nightmare Eruption
Grasping Shadows - Used
Horrid Whispers
Ghost Sound
Light
Prestidigitation
Mage Hand
Fade Away
Shield
Maze of Mirrors
Visions of Avarice [Visions of Avarice Secondary Attack]
Skald's Aura - Used, Healing available
Experienced Arcana
Phantom Echoes
Orb of Far Seeing - Encounter Power
Orb of Far Seeing - Daily Power
Feyleaf Sandals - Daily Power
Amulet of Elegy +2 - Daily Power
Illusionist's Gloves - Daily Power
Harp of Deeper Slumber - Daily Power

Note: Shimmering Cloth Armour - Lilli does not provoke opportunity attacks when she makes ranged or area attacks.
If Lilli falls and is about to take a punishing amount of damage, her Feyleaf Sandals will likely save her.

Conditions: None.[/sblock]
 

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