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


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OOC: Another edit, Cyr was grabbed too and could not move before hte attack, the beast is pushed right instead...


Deva thinks for the moment, trying to gauge the affinity of the monster toward various energies and after a moment, nods.
He races behind the warlock, turns toward the beast and shouts
"Joven!"
The shout thunders through the warlock, through the beast and catches a bit of mist in its dissipating waves. The swamp thing is pushed away, its tentacles waiving in the force of the shout, swamp things bulk dissipating a bit of gray mist.

[sblock=Actions]
Free: Knowledge (Religion) vs Swamp Thing (1d20+15=33) - assuming this passes hard DC (should) Cyr gains +4 all defenses vs swamp thing, gains +4 to damage (unless it resists attacks damage type) TENT
[MENTION=6747396]MadAzolin[/MENTION], Cyr shares any vulnerabilities and resistances of the thing with the party immediately - you can post them openly


Standard: Rebuke undead vs Will (Swamp Thing); radiant damage (1d20+14+1=30, 2d10+8+4=15) blast H11-M16
HIT: takes radiant damage and is pushed 2 from K12-M14 to M14-O16 and DAZED TENT Cyr, [MENTION=24380]Neurotic[/MENTION]/Martelai is free from the grab

Move: G12 --> I13, avoiding OAs from the thing

[/sblock]

[sblock=Cyr Stats]
Deva Invoker Scholar 8
STATUS: none
IMMEDIATES:
* Interrupt: Miraculous Fortune (damage reduced by 5, one ally get +1 power bonus to attack) - trigger: surprise attack by non-necrotic attack or critical hit by a non-minion
* Reaction: Preserver's rebuke

Initiative +12; Senses Passive Insight 25, Passive Perception 26
HP 50/50, Bloodied 25, Surge Value 12+1, Surges 6/7
AC 23; Fortitude 18, Reflex 22, Will 24
+4 vs swamp thing TENT

(+1 TO ALL DEFENSES vs. BLOODIED ENEMIES)
Resist 9 radiant; Resist 9 necrotic


Feats:
* Battle Intuition - +2 to initiative, use Wisdom modifier instead of Dexterity
* Superior Implement (Accurate Staff)
* Coordinated Explosion - +1 to hit with blast and burst attacks if ally is in the area
* Staff Expertise
* Superior Will
* ImprovedDefenses

1 AP
Saving Throws:

Speed 5

Vanguard's Lightning
Hand of Radiance


Blades of Astral Fires
Second Wind
Memory of Thousand Lifetimes
Miraculous Fortune
Falling Leaves
Demand Justice
Use Vulnerability
Preservers Rebuke
Rebuke Undead
Tide of the First Storm


Silent Malediction
Searing Orb


Staff of the warmage (daily free enlarge spell)
Clearsense powder (consumable minor)
Iron Skin Belt (daily minor): gain DR 5 TENT
Curse Eye Tattoo (action point free): one enemy takes -2 to saves (save ends)
Gauntlets of Remote Action (daily move): switch places with floating gauntlet
Steadfast Boots (encounter minor): +2 all defenses TENT or until moved
Storm shards (free): Trigger: use 5- level thunder or lightning power: push the target 2 squares. If it cannot be pushed it falls prone

[/sblock]

[MENTION=75065]jbear[/MENTION], [MENTION=100292]Neil1889[/MENTION], [MENTION=24380]Neurotic[/MENTION], [MENTION=6747396]MadAzolin[/MENTION] it is DAZED
 
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Neil1889

First Post
Lilli is surprised to acquire her sudden status as an ethereal being and it puts her aim off when she tries to destroy the nearest ethereal tendril.

Vaguely making out the Horror through the veils of reality, Lilli decides to use her Orb of Far Seeing to bring it closer to her. Raising the crystal to her eye, she views the creature through it as she activates the jewel's magic, thus capturing the monster's image inside the orb.

She moves backwards to the opposite side of a patch of Swamp from Kane, before suddenly re-appearing fully into this world again.

[sblock=actions]Start in V10.

Round 3.
Skald's Aura is activated.

Skald's Aura (Encounter Minor Aura 5 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. Once per encounter, you or any ally in the Aura can use a Minor Action to spend a healing Surge and regain [2d6] 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 [2d6] hit points.

Standard Action = Attack Phased Vine in S12 with Illusory Ambush - Total to Hit = 13. Miss.

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.


Minor Action: Use Encounter power below from Orb on the Horror of The Swamp of Tears.

Orb of Far Seeing +1
Power (Encounter): Minor Action. Choose a target within 10 squares of you. Until the end of the encounter, this target is considered half as far away for the purpose of ranged attacks made with this orb.


Move Action = Move to U5.

Endof Turn: Saving Throw against being Phased: 14

[/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: 3/7
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
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 [Activated]
Experienced Arcana
Phantom Echoes
Orb of Far Seeing - Encounter Power - Used
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]
 

Neurotic

I plan on living forever. Or die trying.
"Handy, those gods!" nods Martelai "respectfully"
"Now my turn to invoke higher powers."

"Khirad, lawmaker, this..."Thing"...dared to attack your representative. I beseech you, show it error of its ways!"

In front of the warlock, blue lined cage forms, one corner catching hideous things side. It cuts into beasts mind and it strikes in madness, Decree of Khirad forcing it to punish itself. The cage disappears as the horror wanders around, chewing its own mouth.



[sblock=Actions]
Free: regenerate 1
Minor: Curse Phased vine in I8
Minor: Curse Swamp Horror
Standard: Decree of Khirad (with CA and pact boon) vs Swamp Horror Will; psychic damage on miss; curse damage on miss (1d20+12+2+2+1=33, 1d6+7=13, 1d6=3) - blast K12-M14, just catching the horror.

Effect: Slide 2 to O12-Q14, entering the pool and the mist, make MBA against itself, on miss take 16 psychic damage as above
[/sblock]

[sblock=Martelai Stats]

AC: 22 Fort: 19 Reflex: 21 Will: 21
HP: 26/68 Surges: 5/9 Surge Value: 17
CURSED: Phased vine in I8 and Swamp Horror
STATUS: resist 5 necrotic, +2 all defenses vs. cursed, resist all 2, enemies attacking in melee take 1d6 damage per attack, enemies ending their turns next to Martelai take 5 damage
Total defenses:
AC: 24 Fort: 21 Reflex: 23 Will: 23

FEATS
Sacrifice to Caiphon, Improved Fate of the Void, Superior Implement(Accurate Rod)
Rod Experise, Bloodied Boon, Ulban's Flare


POWERS
Eldritch Blast
Dire Radiance



Knack for Success
Cursebite
Ethereal Stride
Delban's Deadly Attention
Mirror Darkly
Cast Fortune


Decree of Khirad
Flames of the Smoking Crown
Feast of Souls


Armor of Dark Majesty (daily, minor): place your curse on any enemy you can see instead of only closest one
Talon Amulet (daily, minor): until the end of the encounter any creature that hits Martelai in melee takes 1d6 damage
Rod of Avernus: (daily, minor): until the end of the encounter any enemy that ends it's turn adjacent to Martelai takes 5 psychic damage
Blackleaf Gloves Teleport: (encounter, boon): teleport 3 in addition to other effects of the pact boon
Sanctuary's Poise: (daily, move) teleport 5
Diamond Cincture: (daily, minor): heal surge hp
Surf Surge Boots: (encounter, immediate reaction): if you are subject to forced movement, slide 1 square
Surf Surge Boots: (daily, move): move your speed without provoking, vertical movement allowed, but has to end on solid surface

[/sblock]
 
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MadAzolin

First Post
[MENTION=87106]MetaVoid[/MENTION] [sblock="knowledge"]
Thinking about horrors he has seen and some he has not, Cyr has trouble putting name
or details on the creature, but he can vaguely remember some of his past incarnations
encountering monstrosities that might be similar to this one.
Things of corruption they are, darkness that festered under the earth for far too long,
things born of malevolent magic and given unholy existence by fell will of wizards now long dead.
Whether this thing is one of those constructs of forgotten times or something given life by nightmares
made manifest in eldritch reality of Feywild is impossible to tell, but Cyr can sense some familiarity about these monsters:

Wrought of plant and dead flesh, it is abberant, undead thing. Its tendrils however are not as dead as it is, being made mostly
from decaying vegetation and powers over undead won't work on those. It is likely capable of producing as many tendrils of
corrupt vines as you are able to destroy, though breaking those down will prevent newly-regenerated ones from attacking for a
short time.
Thing's nature grants it significant resistance to mind attacks, dark energies and acid, but makes it vulnerable to positive energy
and holy powers. Powers and attacks that will stun men or break minds of mortals will probably work on it, but are not likely to
stop it in its tracks, slowing it down instead.
Its very presence corrupts earth and spreads malign miasma that corrodes flesh and gnaws at soul, and it will probably get worse
when it is seriously damaged - in fact, it is to be expected that thing's fury will increase considerably when it is seriously damaged.
Aside from its vines that will attempt to grasp and pull prey into monster's maw, sap their life essence and tear them to shreds,
monster's most dangerous assault comes from its horrid maw capable of tearing toughest armor to pieces and swallowing horse-sized
things in one fell gulp and when hold by its tendrils, monster's maw will bite all that more viciously.
As it is thing of Feywild, other unpleasant attacks are to be expected from it - Cyr wouldn't be surprised to see thing burrow through sand
as if it is water, to see it teleport or turn invisible or produce (minor) disturbances in physical reality capable of turning men partially
out of phase with material world or disintegrating small objects or weak-willed men.

GM: Translated into game rules:
- it is abberant undead plant monster; as undead, it is immune to poison and disease
- it has resist 10 to psychic, necrotic and acid and vulnerability 5 to radiant
- it is blind but has blindsight with large radius (basically invisibility, concealment and similar won't be much good)
- disabling attacks won't stop it, but daze it instead
- has damaging aura (not active at the moment)
- will regrow its tendrils (which are treated as separate monsters), but they cannot attack in round they are regrown
- expect it to get nastier as it gets bloodied
- main attack is bite (basically one nasty attack per round, but hurts quite a bit, keep in mind it has action points, so it can hurt even more);
those grabbed are in for extra pain; can swallow people alive (you probably don't want it to happen to you)
- expect array of 'minor' fey-monster abilities and powers, including and not limited to invisibility, teleportation, illusions, (minor) disintegration-type attacks and similar

[/sblock]
 


- disabling attacks won't stop it, but daze it instead

[MENTION=6747396]MadAzolin[/MENTION]
OOC: A bit too much, don't you think?! Such powers are rare even at higher levels and monsters that resist it are even rarer. I'd guess non-existent in heroic and low paragon



@Everyone, Cyr quickly shouts rundown of this thing (in other words, read the above sblock)

"Target it with holy attacks and keep out of vines it can swalow you whole if you're grabbed. Vermitrax, try not to hit it with death or mind attacks! And try not to stand too close when it gets freightened for its existence by its wounds. Its mind is too difuse to disable completely, we would probably be better slowing it or dropping it flat!"
 

jbear

First Post
Flames suddenly surround Kane, licking around him aggressively but not harming him. A moment later flames in between the Horror and one of the phased vines. The creature is singed and the heat even burns away the nearly transparent vine to a shrivelled blackened nothing.

[sblock=Actions] Minor: Flame Shield: Until end of Encounter Kane has resist Fire and Cold 10 and creatures that make melee atks vs Kane receive 2d6+5 fire dmg

Standard: Conjure Flaming Sphere and attack Horror: 24 vs REF=Hit for 15 fire dmg

At start of their turn Horror and phased vine take 1d4+9 fire dmg=12

Total dmg: Horror take 27 fire dmg
phased vine is destroyed
[/sblock]

[sblock=Immediate Actions] Priority: Dimensional Vortex on Horror if attacks ally
or
Channelling Shield: If it attacks Kane [/sblock]
 

MadAzolin

First Post
As Vermithrax's tendrils of cyan light touches Thorned vine, causing it to wither and crumble,
other vines twitch, one of them lashing against Jade.
[sblock="response to Vermithrax's attack"] Bladed vine (N7) attacks Jade: +37 vs AC: hit, 20 damage
GM: @jbear : please choose interrupt you prefer and attack to respond to; considering it is not monster itself,
I won't automatically assume you used dimensional vortex (as it might be waste of power).
[/sblock]
As Martelai utters words of power and cage lashes into monster, it gibbers and howls, spitting and gnawing as it tries to devour itself in madness.
While it seems to inflict no great harm upon itself, monster bleeds and is lashed by Khirad's decree, gibbering and spitting acid as it attempts to regain
control of its tortured mind.
[sblock="Decree of Khirad effects"]
Monster attacks itself: +25 vs AC +2 CA, hit; it takes 18 damage
[/sblock]
Scorched by flaming sphere and lashed by Cyr's undead repelling magic, monstrosity lets loose low moan and exhales, filling area around it with
pale greenish miasma. Effect however seems supressed by protective aura of druidic pillars and mist dissipates instantly.
In the same time, its surviving tendrils submerge into swamp only to emerge moment later and attack:
Phasing tendril suddenly appears beside Lilli and attacks, passing through her and inflicting minor necrotizing wounds
before teleporting away. As it reappears, thing strands of greenish energy leap from it to massive monstrosity, mending some burning
wounds inflicted by flaming sphere.
Bladed tendril resurfaces between Martelai and Cyr and lashes in circle with its curved blade of bones and thorns. Its blades carve through
armor, inflicting minor wounds and Martelai's amulet seems to lash back, destroying the vine.
Another bladed tendril resurfaces between Kane and Jade and sweeps across them, injuring spirit beast, Kane deflecting blow against himself.
[sblock="vines attacks"]
Phasing vine: teleports to S6, attacks Lilli: +25 vs Fort: 8 necrotic and psychic damage (6 after pillars effect); Horror is healed for 5 HP; teleports to U3
Bladed vine: burrows to J12: attack: close burst 1: Martelai: +37 vs AC,Cyr: +38 vs AC (critical hit); both Cyr and Martelai take 9 damage (7
after shield from pillars). Tendril is destroyed by Martelai's amulet effect.
Bladed vine: burrows to Q6: attack: close burst 1: Jade: +30 vs AC: 9 damage (7 after shield), Kane: +22 vs AC; miss
[/sblock]
With cover of its tendrils attacking, massive monstrosity submerges back into the swamp
it came from, birthing another wave of tendrils.
[sblock="monster actions"]
Creature activates aura (free action); activation fails
Creature burrows under the ground (move action)
New tendrils appear (free action):
- crushing vine (D9)
- bladed vine (N15)
- phased vine (H6)
[/sblock]
As fetid mud rushes into hole left by the monster, filling it, patches of grayish mist creep toward companions.
In wake of monster's submersion, druidic pillars shudder and flicker, one of them losing its glow.
[sblock="mist moves"]
I15 -> J14 (upper right corner positions are listed)
K6 -> J7
S7 -> R6
Q14 -> R15
[/sblock]
[sblock="pillars"]
pillar N18 deactivates
[/sblock]
 
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MadAzolin

First Post
GM: New round: Round 5
link to combat grid: https://docs.google.com/spreadsheet...k1ellPTlhjZ2I4VVF6eVdGVEE&usp=drive_web#gid=0

PC stats:
Martelai: HP 18/68 AC 21 Fort 19 Ref 20 Will 21; on hit, 1d6 dam to attacker, foes who end turn beside him take 5 psychic
Cyr: HP 31/50 AC 22 Fort 16 Ref 20 Will 22;
Lilli: HP 36/46 AC 21 Fort 16 Ref 20 Will 20; skald's aura
Kane: HP 65/65 AC 26 Fort 21 Ref 22 Will 21
Jade: HP 7/32 AC 21 Fort 23 Ref 19 Will 23
Verm. HP 54/54 AC 22 Fort 20 Ref 22 Will 22
Skel HP 29/29 AC 22 Fort 20 Ref 23 Will 23
Lerrick: HP 63/63 AC 21 Fort 20 Ref 19 Will 24

Monster stats:
Crushing vine: AC 27, Fort 25, Ref 25, Will 25; HP 1/1, minion
2 x Bladed vine: AC 27, Fort 26, Ref 24, Will 24; HP 1/1, minion
2 x Phasing vine: AC 27, Fort 26, Ref 24, Will 24; HP 1/1, minion; [phased: attacked at -5 by characters which are not phased themselves]

Horror of The Swamp of Tears: AC 27, Fort 26 Ref 23 Will 26; HP: 473/540
[sblock="damage summary for last round"]
-> horror tool 20 radiant damage (15+5 vulnerablity); 18 physical; 27 fire (15+12); healed for 5; total 60
-> Lilli took 6 damage
-> Cyr and Martelai took 7 each
-> Jade took 25 (9+20-2-2)
[/sblock]

Pillars/protective aura: 6/10 pillars active
- protective aura grants DR 2, regeneration 1, +2 to escape from grabs

Notes:
phased condition description: Character is phased, being partially out of sync with material world: when phased, character is fully concealed and insubstantial to attacks done by subjects which are not phased. All healing done to him by characters who are not phased is reduced by half. All subjects who are not phased are fully concealed to him, suffer half damage from his attacks and gain only half healing from his powers

[sblock="notes"]
-> please check numbers and interrupts you might have done as well as your HP and if regeneration is included
@jbear : Kane's interrupt is not resolved yet, please notify which attack you want to react to (if any) and with which power
[/sblock]
 
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